Patches are an object you can put in the Q3 and Doom3 engines. basically they make it EXTREMELY easy to make terribly complex curves and other odd shapes. It's better I show you.
I took a few pics while I was making a map called <a href='http://www.netflowdevelopments.com/artists/ryanb/info_map_belg/Q3/dm_sop/index.html' target='_blank'>Sanctum of Poseidon</a> so I could explain it to Naigel, so I'll use the same ones. <a href='http://www.netflowdevelopments.com/artists/ryanb/misc/1.jpg' target='_blank'>1</a> - that's a patch. <a href='http://www.netflowdevelopments.com/artists/ryanb/misc/2.jpg' target='_blank'>2</a> - those are all the faces it uses. Try making that in hammer. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <a href='http://www.netflowdevelopments.com/artists/ryanb/misc/3.jpg' target='_blank'>3</a> - and those are the verticies I had to set.
So basically I was able to make that complex arch in about 30 seconds. That's why I think patches are the most incredible mapping tool I've ever used, or at least one of them.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
edited July 2005
Contest ends August 5th, that should be enough to make these look great. When its over maybe i can get it changed into a poll so it can be voted on which one is the best. Updated rules page with all the info.
connor, forboding looks cool, can't wait to see it with textures and lighting if you decide to go further.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'm not really sure if that's within the boundaries of the contest or not, I just had to spruce things up a bit. btw, I really think you should put an end date on the contest, if that is truely what this is, a contest.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
sure, just as long as its recognizable as that area from the map and has a similar layout.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
edited July 2005
<!--QuoteBegin-Belgarion+Jul 15 2005, 01:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Belgarion @ Jul 15 2005, 01:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Patches are an object you can put in the Q3 and Doom3 engines. basically they make it EXTREMELY easy to make terribly complex curves and other odd shapes. It's better I show you.
I took a few pics while I was making a map called <a href='http://www.netflowdevelopments.com/artists/ryanb/info_map_belg/Q3/dm_sop/index.html' target='_blank'>Sanctum of Poseidon</a> so I could explain it to Naigel, so I'll use the same ones. <a href='http://www.netflowdevelopments.com/artists/ryanb/misc/1.jpg' target='_blank'>1</a> - that's a patch. <a href='http://www.netflowdevelopments.com/artists/ryanb/misc/2.jpg' target='_blank'>2</a> - those are all the faces it uses. Try making that in hammer. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <a href='http://www.netflowdevelopments.com/artists/ryanb/misc/3.jpg' target='_blank'>3</a> - and those are the verticies I had to set.
So basically I was able to make that complex arch in about 30 seconds. That's why I think patches are the most incredible mapping tool I've ever used, or at least one of them. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Man . . . . HL mapping FTL. I haven't done any mapping for anything else since the original unreal, and even that editor was worlds more powerful and easier to use than hammer . . . Man, Valve needs to get their **** together.
To be fair they haven't changed WorldCraft that much since Quake. I haven't looked at Hammer for Source, so I only know about a few basic techniques from trolling on HL.net
<!--QuoteBegin-moultano+Jul 15 2005, 08:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jul 15 2005, 08:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Man, Valve needs to get their **** together. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Your only just realising this?!
I though every one who had even looked at HL2 had realised this months ago <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
edited July 2005
<!--QuoteBegin-aeroripper+Jul 14 2005, 02:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (aeroripper @ Jul 14 2005, 02:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also to note those doom3 screenshots of eclipse don't look good :-P. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Well, heaven forbid a couple hours of off-and-on work (so far) spread over a couple nights on top of a more-than-full-time job and pregnant wife at home be less than perfect... Hell, the only lights are default sized placeholder lights just to test the normal maps and texture tones. Patience man, patience! There's a reason it's filed under "work in progress!" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
PS: Quick tip, it must be said - All major geometry in Eclipse is on at <i>least</i> a 16 if not 32 or 64 grid where it could be managed. All 45 degree angles are formed with a 2/1 slope from the 90 degree piece to the 45. Most hallways are 192 units tall. If <i>anyone</i> needs/wants reference of an area, I can give you grid snapshots/references. Eclipse not on a precise grid makes me die a little inside. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Here is what I have right now <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> not as good as the rest of you guys.
Hopefully I can figure out this whole window and skybox thing. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
edited July 2005
wow bleg that looks great, alls it needs is a fan at the top of that thing in the ceiling with a light bloom :-D that would look awesome, zeph got a good start as well, what area was that again?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well, heaven forbid a couple hours of off-and-on work (so far) spread over a couple nights on top of a more-than-full-time job and pregnant wife at home be less than perfect... Hell, the only lights are default sized placeholder lights just to test the normal maps and texture tones. Patience man, patience! There's a reason it's filed under "work in progress!" <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I wasn't meaning for it to be insulting, i just never like the darker than dark shadows in doom3 engine <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
<!--QuoteBegin-aeroripper+Jul 15 2005, 10:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (aeroripper @ Jul 15 2005, 10:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I wasn't meaning for it to be insulting, i just never like the dark than dark shadows in doom3 engine <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well, let me light it before you pass judgment! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Anywho, didn't take it too seriously or anything, but thought I should defend myself, as well as offer referencing services. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Bijiy, I'll see what I can dig up. It's nothing complex, really, but I figure if people are going to be re-making things they might as well have a frame of reference on some pieces!
Another update <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> I have a skybox but not a dark one...so lets pretend that it is really sunny up there in ayumi
yeah I learned how to do lights and a skybox and glass from the pts. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Progress is going well. I should maybe have snow or something soon.
Alcapwn"War is the science of destruction" - John AbbotJoin Date: 2003-06-21Member: 17590Members
Damn, i wish mapping was easier...i almost got done with a readyroom once, but then had to reformat...lol. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Anyways, im going to give yet another crack at it and try out something, probably Pressure hive in ayumi... <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
Zeph, make sure you're thinking about how you can make it look *better*, not just reproducing it. Keep that firmly in mind as you progress and it's going to come out great (as long as technique doesn't get in your way).
That's always my problem, I lack the technique. I start off mapping every brush with the same texture, wanting to finish the level before applying textures/lights/entities and basically any freaking detail! Ends up making my map an amalgamation of corridors, ramps and stairs; This, of course, compared to the phenomenal mappers on these forums is enough to shatter the little confidence I had left in my map.
Sigh the world of a noob <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
(edit) To be on-topic: good work guys! Great talent participating here, Atmos looks shweet even on non-ns texts <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
i know how ya feel llama, i've made a few "okay" maps but never really got into anything real advanced. I'm trying to add more detail to my little corrider but i think i just picked a bad area haha.
I still think cold turn looks cool even if it is the same, using the new particle effects in source for weather (don't remember quite how it worked, its a particles or sprites?) would look cool.
<!--QuoteBegin-aeroripper+Jul 15 2005, 10:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (aeroripper @ Jul 15 2005, 10:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> wow bleg that looks great, alls it needs is a fan at the top of that thing in the ceiling with a light bloom :-D that would look awesome, zeph got a good start as well, what area was that again? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The name of Zeph's section has been mentioned by someone in this thread, albeit very indirectly <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'll be looking forward to seeing how that <b>turn</b>s out Zeph, don't get <b>cold</b> feet and leave it unfinished now :rolltothemax:<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Don't kill yourself if you can't map with hammer. IT SUCKS.
KFS - Think that if you keep working on this you'll eventually adjust the colors of those textures to beige (?) or whatever color you'd describe it as...
edit: now this is incredibly nerdy but... ever see kolby jukes around the office? He's quite possibly my favorite 3d artist of all time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
belgs pic makes me want to play ns:s now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Ok I've decided to do Main Aft Junction on Bast as my one room <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
This is what i've got so far, this is about 45/50 mins work so far, I ain't to good at mapping <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I can add a none moving revolving door! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-Belgarion+Jul 15 2005, 01:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Belgarion @ Jul 15 2005, 01:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Patches are an object you can put in the Q3 and Doom3 engines. basically they make it EXTREMELY easy to make terribly complex curves and other odd shapes. It's better I show you.
I took a few pics while I was making a map called <a href='http://www.netflowdevelopments.com/artists/ryanb/info_map_belg/Q3/dm_sop/index.html' target='_blank'>Sanctum of Poseidon</a> so I could explain it to Naigel, so I'll use the same ones. <a href='http://www.netflowdevelopments.com/artists/ryanb/misc/1.jpg' target='_blank'>1</a> - that's a patch. <a href='http://www.netflowdevelopments.com/artists/ryanb/misc/2.jpg' target='_blank'>2</a> - those are all the faces it uses. Try making that in hammer. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <a href='http://www.netflowdevelopments.com/artists/ryanb/misc/3.jpg' target='_blank'>3</a> - and those are the verticies I had to set.
So basically I was able to make that complex arch in about 30 seconds. That's why I think patches are the most incredible mapping tool I've ever used, or at least one of them. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> *asks himself why he is still mapping for hl*
hl2 had been one of the most disappointing games this year, especially if the hype got you. I nearly felt off my chair when I realized, that hl2 isnt the "big shot". I exspected the new some new advanced vhe options to create more complex maps like we see them every day in ut or quake.
Hmm, there seems to be a distinct lack of tutorials for doing lighting in source it seems <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
All i can find are them dynamic lights that swing, is there no way of lighting maps using the light.rad like in Half-Life 1 mapping?
Comments
that's what i want to know too.
I took a few pics while I was making a map called <a href='http://www.netflowdevelopments.com/artists/ryanb/info_map_belg/Q3/dm_sop/index.html' target='_blank'>Sanctum of Poseidon</a> so I could explain it to Naigel, so I'll use the same ones.
<a href='http://www.netflowdevelopments.com/artists/ryanb/misc/1.jpg' target='_blank'>1</a> - that's a patch. <a href='http://www.netflowdevelopments.com/artists/ryanb/misc/2.jpg' target='_blank'>2</a> - those are all the faces it uses. Try making that in hammer. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <a href='http://www.netflowdevelopments.com/artists/ryanb/misc/3.jpg' target='_blank'>3</a> - and those are the verticies I had to set.
So basically I was able to make that complex arch in about 30 seconds. That's why I think patches are the most incredible mapping tool I've ever used, or at least one of them.
connor, forboding looks cool, can't wait to see it with textures and lighting if you decide to go further.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'm not really sure if that's within the boundaries of the contest or not, I just had to spruce things up a bit. btw, I really think you should put an end date on the contest, if that is truely what this is, a contest.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
sure, just as long as its recognizable as that area from the map and has a similar layout.
I took a few pics while I was making a map called <a href='http://www.netflowdevelopments.com/artists/ryanb/info_map_belg/Q3/dm_sop/index.html' target='_blank'>Sanctum of Poseidon</a> so I could explain it to Naigel, so I'll use the same ones.
<a href='http://www.netflowdevelopments.com/artists/ryanb/misc/1.jpg' target='_blank'>1</a> - that's a patch. <a href='http://www.netflowdevelopments.com/artists/ryanb/misc/2.jpg' target='_blank'>2</a> - those are all the faces it uses. Try making that in hammer. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <a href='http://www.netflowdevelopments.com/artists/ryanb/misc/3.jpg' target='_blank'>3</a> - and those are the verticies I had to set.
So basically I was able to make that complex arch in about 30 seconds. That's why I think patches are the most incredible mapping tool I've ever used, or at least one of them. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Man . . . . HL mapping FTL.
I haven't done any mapping for anything else since the original unreal, and even that editor was worlds more powerful and easier to use than hammer . . .
Man, Valve needs to get their **** together.
Your only just realising this?!
I though every one who had even looked at HL2 had realised this months ago <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<a href='http://www.netflowdevelopments.com/artists/ryanb/info_map_belg/NSS/ns_sourceified_comp/' target='_blank'>pics</a>
Well, heaven forbid a couple hours of off-and-on work (so far) spread over a couple nights on top of a more-than-full-time job and pregnant wife at home be less than perfect... Hell, the only lights are default sized placeholder lights just to test the normal maps and texture tones. Patience man, patience! There's a reason it's filed under "work in progress!" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
PS: Quick tip, it must be said - All major geometry in Eclipse is on at <i>least</i> a 16 if not 32 or 64 grid where it could be managed. All 45 degree angles are formed with a 2/1 slope from the 90 degree piece to the 45. Most hallways are 192 units tall. If <i>anyone</i> needs/wants reference of an area, I can give you grid snapshots/references. Eclipse not on a precise grid makes me die a little inside. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<img src='http://www.raspberryheaven.net/~deathscythe/coldturn0003.jpg' border='0' alt='user posted image' />
Hopefully I can figure out this whole window and skybox thing. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
I'll be looking forward to seeing how that turns out Zeph, don't get cold feet and leave it unfinished now :rolltothemax:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well, heaven forbid a couple hours of off-and-on work (so far) spread over a couple nights on top of a more-than-full-time job and pregnant wife at home be less than perfect... Hell, the only lights are default sized placeholder lights just to test the normal maps and texture tones. Patience man, patience! There's a reason it's filed under "work in progress!" <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I wasn't meaning for it to be insulting, i just never like the darker than dark shadows in doom3 engine <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.
Well, let me light it before you pass judgment! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Anywho, didn't take it too seriously or anything, but thought I should defend myself, as well as offer referencing services. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Bijiy, I'll see what I can dig up. It's nothing complex, really, but I figure if people are going to be re-making things they might as well have a frame of reference on some pieces!
Another update <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> I have a skybox but not a dark one...so lets pretend that it is really sunny up there in ayumi
yeah I learned how to do lights and a skybox and glass from the pts. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Progress is going well. I should maybe have snow or something soon.
Btw ripper, that is Cold Turn on ns_ayumi.
Anyways, im going to give yet another crack at it and try out something, probably Pressure hive in ayumi... <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
Sigh the world of a noob <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
(edit) To be on-topic: good work guys! Great talent participating here, Atmos looks shweet even on non-ns texts <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
I still think cold turn looks cool even if it is the same, using the new particle effects in source for weather (don't remember quite how it worked, its a particles or sprites?) would look cool.
The name of Zeph's section has been mentioned by someone in this thread, albeit very indirectly <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'll be looking forward to seeing how that <b>turn</b>s out Zeph, don't get <b>cold</b> feet and leave it unfinished now :rolltothemax:<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
KFS - Think that if you keep working on this you'll eventually adjust the colors of those textures to beige (?) or whatever color you'd describe it as...
edit: now this is incredibly nerdy but... ever see kolby jukes around the office? He's quite possibly my favorite 3d artist of all time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
This is what i've got so far, this is about 45/50 mins work so far, I ain't to good at mapping <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Anyway:
<img src='http://www.gptech.net/qwerty/aft.jpg' border='0' alt='user posted image' />
Like, hate?
I took a few pics while I was making a map called <a href='http://www.netflowdevelopments.com/artists/ryanb/info_map_belg/Q3/dm_sop/index.html' target='_blank'>Sanctum of Poseidon</a> so I could explain it to Naigel, so I'll use the same ones.
<a href='http://www.netflowdevelopments.com/artists/ryanb/misc/1.jpg' target='_blank'>1</a> - that's a patch. <a href='http://www.netflowdevelopments.com/artists/ryanb/misc/2.jpg' target='_blank'>2</a> - those are all the faces it uses. Try making that in hammer. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <a href='http://www.netflowdevelopments.com/artists/ryanb/misc/3.jpg' target='_blank'>3</a> - and those are the verticies I had to set.
So basically I was able to make that complex arch in about 30 seconds. That's why I think patches are the most incredible mapping tool I've ever used, or at least one of them. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
*asks himself why he is still mapping for hl*
hl2 had been one of the most disappointing games this year, especially if the hype got you. I nearly felt off my chair when I realized, that hl2 isnt the "big shot". I exspected the new some new advanced vhe options to create more complex maps like we see them every day in ut or quake.
very nice work belgarion.
All i can find are them dynamic lights that swing, is there no way of lighting maps using the light.rad like in Half-Life 1 mapping?
i think i have a nice place picked out.