I must be the slowest mapper on this planet.
I must be the slowest mapper on this planet.
Why are there MC experience orbs?
HL1 thing, if an npc is inside a wall it does that.
Therefore, good curb height on real life as in Hammer is 4 to 8 inches/units. I prefer 6 units myself.
If I make a 10^3 inches box in Max, it is 10^3 unit in Hammer. If I make a 10^3 cm box in Max, it is not a 10^3 unit box in Hammer because Hammer uses 1 inch=1 unit scale. But if make that 10^3 cm box, compile it with 2.54 scale (how many cm is one inch), it will be a 10^3 unit box in Hammer.
Also, 1cm in Maya = 1 inch in Hammer. Don't ask me why, simple thing I noticed when doing all theses props :L
Code:9:23 - Pyth: There's something else I don't get, why does everyone insist on brushes being 2^*? The only two reasons I see are to make map sealing easier and to make clipping/resizing easier, but I think we all understand how to seal a map at this stage. 9:24 - James: source is meant to work that way and is pickier about it than most engines 9:24 - James: for one, textures at default scale are only meant for brushes sizes a power of two 9:24 - Pyth: plenty of hl2 maps use odd-sized brushes, which i don't like referring to because hl2 isn't exactly a role model but 9:24 - James: secondly, for world brushes it makes things way cleaner for VVIS 9:25 - James: thirdly, it makes working on the whole map a lot cleaner 9:25 - Pyth: somehwat opinion 9:25 - Pyth: what* 9:25 - James: for arches, spikes, cylinders never use anything other than a power of 2 or it will be offgrid 9:26 - Pyth: vertex and snap all of the offgrid points back on 9:26 - James: work that can be avoided if you just make it properly 9:27 - James: also, when you stick to this standard then everything stays within proper proportions 9:27 - James: any arguments, look at your monster truck tacobell 9:28 - Pyth: idk, i don't like people saying don't do things unless there's a solid good reason(s) why, texturing is easy enough with odd brush sizes. vvis only affects compiling so that hardly makes a difference ingame, and 'cleaner' is preference, I have no problem working with 1-unit brushes but you hate them 9:28 - James: if you need to resize something .25, 5 or .75 then as long as it is a power of 2 initially then it will remain a power of two and be on-grid 9:28 - Pyth: also the taco bell is fine using a jalopy as reference 9:28 - Pyth: already said besides resizing 9:29 - Pyth: seems like a load of preferences, sticking to only 2^* brushes hinders detailing a ton 9:29 - James: http://www.1337upload.net/files/4238561243564751236ha.jpg 9:30 - James: isnt the jalopy a close height to that car?
So, the windows are meant to be that way. As for the boards being in the frame, they are actually just not extended past the frame. For lighting, do you think adding more/thicker boards will allow for that lighting style? Because the rest of the building is supposed to be near pitch black.
opinionsCode:9:30 AM - Pyth: http://cloud.steampowered.com/ugc/648750789768987343/89675A930BAC370E4FEB8B11AA0437B995787DDB/ 9:30 AM - Pyth: ok slightly high 9:30 AM - Pyth: but better 9:30 AM - James: raised jalopy 9:30 AM - Pyth: clip 10 units off the bottom and you're fine 9:30 AM - James: 8 units 9:30 AM - Pyth: or 8 or 16 9:31 AM - Pyth: which is stupid there as well because the entire taco bell is odd-sized 9:31 AM - James: odd indeed 9:32 AM - Pyth: did you like the little quasi-half circle brushes i made on the tops of the bell overlays 9:32 AM - James: I didnt like texturing them 9:34 AM - James: saves the effort of me posting an actual reply 9:34 AM - Pyth: load of preferences imo 9:35 AM - James: its all about standard and keeping everything in proportion 9:36 AM - James: if you have a wall of whatever length and need to find the proper places for 4 windows equally apart you are going to need to pay attention to details like that 9:36 AM - Pyth: yea well irl all counters are different heights, all walls are different heights, all doors are different sizes 9:36 AM - James: powers of two saves the trouble of doing most math 9:37 AM - Pyth: i have a calculator 9:37 AM - James: in the same situations? 9:37 AM - Pyth: hm? 9:37 AM - James: 9:36 - James: if you have a wall of whatever length and need to find the proper places for 4 windows equally apart 9:37 AM - James: scenarios like that are going to apply to just about everything in an urban map 9:38 AM - Pyth: improv 9:38 AM - James: proper spacing, alignments, sizes and propertions of architecture, layout, and keeping everything in sync with everything else 9:39 AM - Pyth: pleh restrictions 9:39 AM - Pyth: i don't agree with most of it, you can do all of that with even-numbered brushes 9:39 AM - James: its a lot easier to get away with in other engines but you need to be more careful with source 9:40 AM - Pyth: where's the proof behind that though 9:40 AM - James: VBSP, VVIS and VRAD 9:40 AM - Pyth: so it takes a bit longer 9:40 AM - Pyth: doesn't change the map 9:41 AM - James: it takes longer because it isnt optimised as well 9:41 AM - Pyth: just like the carving thread, it seems like a lot of hype mixed with fear 9:41 AM - James: or rather, it takes long because you are doing something wrong 9:42 AM - James: carve is automated and doesnt understand the situation 9:42 AM - Pyth: does it need to though 9:42 AM - James: in the small chances that it is of any use and would actually save time, it is still a risk 9:42 AM - Pyth: you know perfectly well I discovered the guidelines to using carve properly, it does what it needs to to get the job done 9:43 AM - James: it's like hollow, you will literally never need to use it, it is just a bad tool 9:43 AM - Pyth: i do use it for quick maps 9:43 AM - Pyth: then i ungroup 9:43 AM - Pyth: works fine 9:43 AM - James: for skyboxes? 9:43 AM - Pyth: yep 9:43 AM - James: cordon 9:43 AM - Pyth: manhacktest is the result of that 9:43 AM - Pyth: and cordon is a cheap fallback 9:46 AM - Pyth: i think my point is, if you're the only person who ever sees the vmf and ever knows, and the map runs perfectly fine, it doesn't affect anyone else whatsoever 9:46 AM - James: why not just use proper methods so you never have to worry about it, and neither will anybody else 9:47 AM - James: mapping properly is just as easy as mapping carelessly 9:47 AM - Pyth: again, opinions, i'll keep mapping how I want to and get exactly what I visualize, you can stick to 2^ and be restricted because it's easier 9:48 AM - James: it would be easy, but as weve seen in co-op it just causes other people problems 9:48 AM - Pyth: tacobell wasn't intended to go in neighborhood
Good points from both sides I think, but I have to agree with Pyth on a lot of what was said. I really have no problems using 1 unit oddly sized brushes in certain cases. Also, having things uneven (although not sloppy) and not to the power of 2 can make a map unique. It's really not a big deal.
I'm pretty sure stairs (according to dev textures) are supposed to have a rise of 8 and run of 12. That's one of the few things I make that isn't 2, 4, 8, 16, 32 or whatever.
If needed, 12 / 24 / 48 / 96 / 192 / 384 / 768 are also useful because they are directly between powers of 2. I only use 384 with 2-lane roads for instance.
I have the sudden urge to map, but I can't make anything. It's like having sex but not being able to jizz.
But... but I like it being brush based, that's part of the ease of use
Trying to have a crack at building the Bridge from Star Trek TNG, damn frustrating because of the shape of the room, almost impossible to keep everything on grid.
Anyways, here's how it's looking after 2 days or so. Going to replace the curved roof with a model, doesn't seem like BSP is anywhere near good enough for this sorta stuff.
I'm by no means a good mapper, just doing this cuz I haven't really seen anyone else give this a shot!
Textures are all temporary, as is most of everything else, but it's a start!
(ooh btw, textures on the chairs is also temporary, will take me ages to get those right!)
800+ Brushes if I remember rightly..
Edit: my apologies I missed the whole "vvis" thing, ignore me I just func_detail anything smaller than like... a wall.
...Or! Or!... This one, which was like... 1500+.. I'm such a bad mapper, hehe:
Always nice to see a blast from the past, eh?
god fuck stop you're making me feel terrible at everything
well, it's old... it's been like months since i don't properly touch hammer, i just lost all motivation for it. my last work was that moon city i posted here.
Here's some pictures of two maps that I made for a personal project for school. That I'm actually quite proud of except the first map(the first two pictures).