Mappers, requesting models thread

Discussion in 'Mapping' started by [lodw]keef, Dec 13, 2010.

  1. flasche

    flasche Member Staff Member Moderator

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    make huge rock props that can be used to create cliffs. and when i say huge i mean the height of a nf rax at minimum. they dont have to have a backside, but it would mean you could reuse the model more often.
    also use hl2 rock textures, or at least make those you used available as tileless texture so you can blend them better with displacements.
    dont forget about a good hitbox, thats really important too.

    and while you are at it, create LoDs and make 16x smaller skybox models aswell :P
     
    Last edited: Jan 3, 2012
  2. RappemongO

    RappemongO Member

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    Like the butt on mvalley? Isn't that better done with displacements?

    I know they are a bit of a bitch to work with, but it's gotta be better to make em for each specific map instead of having a one-size-fits-all premade instanced over a shitload of maps.

    If you are working on a map and want something specific, say a cliff with a path leading to the top or a waterfall cliff face lemme know. I'm itching for something else to model now that the pines are pretty much done.
     
  3. flasche

    flasche Member Staff Member Moderator

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    nvm, what i originally intended to do prolly wouldnt work in hl2 anyway. at least not for the size of an empires map ...

    and no i didnt mean as huge as the rock on mvalley, but about 500-1000 hammer units each side.
    there is only one set of this big rock clusters (maybe its even smaller) that has decent hitboxes. all the others have these holes you can look but not shoot trough. it would also be cool if it would use non tiling cliff textures, either the ones from sourcesdk and empires or custom ones you could use for cliffs aswell.
     
    Last edited: Feb 12, 2012
  4. Demented

    Demented Member

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    Somewhat, but you really need the right textures for it. Source isn't really great for props as terrain, but other games, such as Skyrim, use a lot of props to detail their cliffs.
     
  5. Varbles

    Varbles Simply Maptastic. Staff Member

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    I never understood why a model was used for that rock instead of a displacement. As for models it would be cool if you could design a BE and an NF style version of a large gate, like the type of thing you would see on escort. Doesn't have to be animated, just something that mappers can use that fits the theme better than map geometry.
     
  6. bitchslap

    bitchslap Member

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    we could use all sorts of models really, was doing some and then started mapping, and was like ...shit emp has so few models to use and place....

    anything city oriented and suburbia would/could work just ensure it has a somewhat 'future' feel/style to it and use the be or nf color scheme.
     
  7. w00kie

    w00kie Mustachioed Mexican

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    yeah, but please keep listing the stuff you're missing in particular. I don't think anyone that is not mapping would think of making BE/NF themed gates from models. How should you get the idea?

    suburbia, like gardengnomes and lawnmowers or complete houses?
     
  8. bitchslap

    bitchslap Member

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    like buildings, cranes, man made construction and designs for cities. anything that would have been in a modern city but partly demolished, burnt or destroyed.

    ie: wrecked playground, school, airport...etc
     
  9. Chris0132'

    Chris0132' Developer

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    See the /c17 folder in the base HL2 files.
     
  10. bitchslap

    bitchslap Member

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    i thought we were to avoid using hl1 or hl2 content for official maps...

    am i wrong? i'm not looking to make custom maps that get played from time to time, i'm seeking to make official balanced, detailed, fun maps that can be released with the game.
     
  11. Varbles

    Varbles Simply Maptastic. Staff Member

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    To be honest the most important thing as far as content for official maps goes is trees and textures. Source has so few fitting trees and textures for empires that most mappers end up using ones ripped from other games, making the map ineligible to be official, for instance I used pine trees ripped from DoD:S on snowstorm since nothing else would fit. Rappemongo's tree is a start on that but we will probably need a few more to fit every situation.


    Now, the other thing worth noting is that it is far harder to make things that fit the NF and BE themes with brushwork in a map than it is to fit the themes with models. That's why I think we need more props which are specifically either NF or BE, rather than generic looking props. We have a few BE themed random props such as lampposts and garbage cans and they work wonders for building the style in the maps, and the more we have of props like that, the more stylish and fitting our maps can be.
     
  12. bitchslap

    bitchslap Member

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    exactly, plus there's nothing keeping modellers from making various buildings, skyscrapers, offices and the like, all with a BE skin and a NF skin.

    that would be glorious.
     
  13. flasche

    flasche Member Staff Member Moderator

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    it would already help if nf wouldnt have such odd color theme.
    what color is that even? a mixture of orange and pink?
     
  14. w00kie

    w00kie Mustachioed Mexican

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    yeah, it is hard to even attempt texturing anything for NF.
    Colors are orange, red, beige, noisy grey and dark grey, everything rusty...
    Even classifying their stuff, vehicles look like ww1, buildings look like ? a mixture of Iraqi, russian, IDK.
     
  15. Chris0132'

    Chris0132' Developer

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    If you're going to avoid using HL2 content you can make canyon, or district.

    And that's about it.

    Generally the solution is to avoid using trees in your map, set it somewhere that doesn't require trees.

    NF is easy to design for, most of the HL2 stuff is basically NF themed. Slightly outdated and rusted to shit.
     
    Last edited: Feb 15, 2012

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