This isn't Source, nor is it Goldsrc, but I'd still like to share this map I stumbled upon with you.
It's a custom map for the first Quake and holy fuck does it put the engine to good use, it looks absolutely amazing considering the engine's age.
I hope it'll inspire you!
that's what propper and the export to .dxf/sketchup options are for.
Reepblue was helping me a bit for a time but hey, he has his own life/project too.
I just got 3ds max. I will learn it and start my own animation and model myself
I am still willing to pay for some worksp
m me if interested (modeling or animating)
You should model the letters and sign, make them have very defined collision models so you can slide them around between the slats and shoot them off.
That said sketchup is awesome for exporting an SMD and importing it into 3DS max for a quick texture unwrap and a few minor alterations before exporting a final smd for compile.
Here I got some more Concept work I've been working on.
It represent some sort of Import/Export area using Crane to move things in the Loading bay.
The loading bay are simply a hole in the ground allowing the container to pass and get charged to a machine then it can get stored.
Here a better Closeup to the Loading Bay "holes"
here an other view of the place
I want to remember you, it is only a concept I made. I will rebuild a similar area in my mod. one of the place you will be able to enter into the Facility from the outside.
if you have suggestions, tips or comment about it, feel free to tell me.
Is the crane automated or is it player controlled?
Updated shots of the spawns and main area:
I think I'll make white letters as well so I can cover all three marquee colors.
Cant wait to get the Oculus Rift. Should be shiped in August...
As soon I get it, I will be able to work on my portal 2 mod faster.
People told me most of the textures look flat mostly decals etc. This id why i may spam models everywhere. Even far away so it do not look flat.
I hope i get it soon, I will have many many test to run.
At least you know when you get it....
Wanna try something for me if you get it before me?
I need feedback on my map to know what to change. I heard some textures are looking really flat. will have to work on the normal map and models...
Does p2 have oculus support, or is it actually a mod?
Using it wont help you magically make your levels "less flat", especially when 80% of people are going to play it on a normal screen anyways. For me the whole concept of "developing for the Rift with the Rift" is stupid.
That is if you aren't just using this thread to brag about it.
The point of having a rift when developing for it is making sure that the experience is right by actually using it yourself. There's a reason valve has like 6-7 type of head/mouse movement with the rift on TF2. Because of the stereoscopic 3D a lot of things, especially in source because of the prevalence of brushes things can seem like they have very little depth. If you don't have a rift things like that will be really hard to notice.
I got bored so I decided to port Roman's apartment from GTA IV. Still very much a WIP.
Dunno if you guys have any interest in this, but a mapper/ coder friend on a different forum has started developing his own version of hammer.
He's a mapper so he knows exactly what parts of hammer are completely infuriating and has changed / removed them and added a bunch of new things. Only in very early alpha though.
Forum thread is here
Apart from that though, I've been trying to create a non-shit version of glassfun from CS:S for GS:GO. Need to propper the func_breakables because right now each single block has 294 faces.. Meaning the small stack I have now is already at 29400 faces. Whoops.
the only difference may just be quite a lot more of details to the maps. Need to work on the Lighting too.