• Name that MODEL!
    53 replies, posted
Awsome model Gaybacon, especially for your first one, or so I read. I have no clue what UV coordinates are but I was planing on learning how to model, but I was looking around for what people recomend for a program to use. Speaking of your Haunted House map, how much of that did you get done? Oh, by the way Silver Spirit, I loved your nintendo model pack, you put a lot of work into that, including that readme, how long did that take you to type up?
[QUOTE=xXpyroHatakeXx;16701486]Awsome model Gaybacon, especially for your first one, or so I read. I have no clue what UV coordinates are but I was planing on learning how to model, but I was looking around for what people recomend for a program to use. Speaking of your Haunted House map, how much of that did you get done?[/QUOTE] I was working on the outside only when I found de_haunts ([url]http://www.youtube.com/watch?v=LnFekqVATLU[/url]). So I didn't get much done. I had the front gates, the brick work around it, that little yellow building out front and the foundation of the haunted Mansion building. I think the real nail in the coffin of that project came when I learned about a wonderful thing called "Non-manifold" edges. I did fix all of them, but the textures were so distorted I decided to start something new rather than redoing it.(As it had already been done of course, not because I'm lazy)
Yeah, its hard to go back to something when you find out someone already made it.
[QUOTE=xXpyroHatakeXx;16701486] Oh, by the way Silver Spirit, I loved your nintendo model pack, you put a lot of work into that, including that readme, how long did that take you to type up?[/QUOTE] Most of it I did as I was hexing them, but the Bonus.txt (with all the links in) took me a couple of hours to track em all down and then polish off the Credits.txt and Readme.txt before I uploaded it (which went horribily wrong the first time :P). Also I watched the videos on that L4D2 link I put up, the valve boss guy said that all maps that are made for L4D will work in L4D2 so it is feasible to plan something such as we were :D (Also EP3 will be something else not compatible with GMod I bet ¬.¬).
Oops, missed your vid, glad you pointed that out. That would make sense that all the L4D maps will be compatible with L4D2. Interesting thought about Ep3, but it should be compatible with gmod, otherwise I think garry would update gmod to work with it just like he did for the Orange Box/Ep2 engine (forget which or they might be the same *_*) All this talk makes me want to go work on my map(s).
[QUOTE=xXpyroHatakeXx;16702093]Oops, missed your vid, glad you pointed that out. That would make sense that all the L4D maps will be compatible with L4D2. Interesting thought about Ep3, but it should be compatible with gmod, otherwise I think garry would update gmod to work with it just like he did for the Orange Box/Ep2 engine (forget which or they might be the same *_*) All this talk makes me want to go work on my map(s).[/QUOTE] Which map(s) are you working on? Well it says EP3 is comming out 17th Nov so, we'll be expecting an update pritty soon I assume then (though I doubt it would be made compatible till a bit after, if not alot after ¬.¬ though I wasn't around for the Orange Box update so I don't know).
[QUOTE=Silver Spirit;16702156]Which map(s) are you working on? Well it says EP3 is comming out 17th Nov so, we'll be expecting an update pritty soon I assume then (though I doubt it would be made compatible till a bit after, if not alot after ¬.¬ though I wasn't around for the Orange Box update so I don't know).[/QUOTE] I'm just working on some small maps to mess around on in gmod, a construct like place with an airstrip and a citadel (haven't started), there's one more map but I don't want anybody stealing my concept. I wasn't around for the Orangebox Update either.
I'm gonna be heading out to Disney World tomorrow (One of the reasons I started this thread), and I'm taking a very nice camera with an 8GB flash card, and my computer so, if all goes well, I'll be able to get a couple thousand(really) reference and texture pictures. Anyone who has been there knows how much detail can be found in every little nook and cranny.
[QUOTE=Gaybacon;16702731]I'm gonna be heading out to Disney World tomorrow (One of the reasons I started this thread), and I'm taking a very nice camera with an 8GB flash card, and my computer so, if all goes well, I'll be able to get a couple thousand(really) reference and texture pictures. Anyone who has been there knows how much detail can be found in every little nook and cranny.[/QUOTE] Cool :) Happy hunting ^^
[QUOTE=Gaybacon;16702731]I'm gonna be heading out to Disney World tomorrow (One of the reasons I started this thread), and I'm taking a very nice camera with an 8GB flash card, and my computer so, if all goes well, I'll be able to get a couple thousand(really) reference and texture pictures. Anyone who has been there knows how much detail can be found in every little nook and cranny.[/QUOTE] Have fun! Take lots of reference pics!
My Adventureland doesn't look that cool. :frown:
[QUOTE=Gaybacon;16701031]What would you suggest that would allow me to simulate the motion for the rides?[/QUOTE] Well honestly, I don't know, but source isn't going to be able to physically simulate a rollercoaster or other ride like it either. It's also got mad horrible limits and the map size is tiny, I think it would be more worth your time to find something that can let you have it all in one map. Sorry i'm being a bit vague, maybe UT3? It really depends whether you want to have the benefits of a source game with the map. Don't let me choose for you though, i'm just trying to give you other ideas.
[QUOTE=Pj The Dj;16719406]Well honestly, I don't know, but source isn't going to be able to physically simulate a rollercoaster or other ride like it either. It's also got mad horrible limits and the map size is tiny, I think it would be more worth your time to find something that can let you have it all in one map. Sorry i'm being a bit vague, maybe UT3? It really depends whether you want to have the benefits of a source game with the map. Don't let me choose for you though, i'm just trying to give you other ideas.[/QUOTE] I already sugested UT3 but it should be ok in source (but we don't yet know exactly what they're planning to do with the maps when they're done :)). Also my other sugestion was L4D2 as its looking to have a decient engine (and intergrate with existing L4D content which is interesting and i'm sure you can use older source content in L4D SDK Hammer as i've knicked the models from some >.> <.<) and a Disney Land L4D campaign would be mountains of cool :P
[QUOTE=Silver Spirit;16719482]I already sugested UT3 but it should be ok in source (but we don't yet know exactly what they're planning to do with the maps when they're done :)). Also my other sugestion was L4D2 as its looking to have a decient engine (and intergrate with existing L4D content which is interesting and i'm sure you can use older source content in L4D SDK Hammer as i've knicked the models from some >.> <.<) and a Disney Land L4D campaign would be mountains of cool :P[/QUOTE] l4d2 doesn't increase map size. I doubt it does
Yeah L4D2 doesn't look any different engine wise
[QUOTE=edja007;16720434]l4d2 doesn't increase map size. I doubt it does[/QUOTE] I didn't say it did, its more that its an updated engine so should be more towards what the UT3 ones is capable of. [QUOTE=Pj The Dj;16720579]Yeah L4D2 doesn't look any different engine wise[/QUOTE] Its supposted to be that why they said it couldn't just be made as an L4D update.
Adventureland is from Disneyland.If you make this,I'll love you.
Just though I'd post a little update: I've decided to start the map and add detail as I go. This way I can make a rough recreation and polish it off over time. I imported the entrance and all went smoothly however I don't like how some of the normals look in-game. Whether this is the engine's fault or mine, I would appreciate any tips to improve lighting, Normal Generation etc. Here's a couple of shots: [URL=http://img30.imageshack.us/i/wdwadventureland0005.jpg/][IMG]http://img30.imageshack.us/img30/1202/wdwadventureland0005.jpg[/IMG][/URL] (Ignore the default skybox please I'll definitely be making a custom one) [URL=http://img7.imageshack.us/i/wdwadventureland0008.jpg/][IMG]http://img7.imageshack.us/img7/5310/wdwadventureland0008.jpg[/IMG][/URL] (Look at the pretty seams!) [URL=http://img42.imageshack.us/i/wdwadventureland0009.jpg/][IMG]http://img42.imageshack.us/img42/9421/wdwadventureland0009.jpg[/IMG][/URL] (No description needed) I took 2572 reference/texture pictures from my vacation that total 9.5 GB Also, Trashcan: [URL=http://img197.imageshack.us/i/alandtashcan.png/][IMG]http://img197.imageshack.us/img197/5611/alandtashcan.png[/IMG][/URL] [URL=http://img193.imageshack.us/i/2312000801e8764ebb41o.jpg/][IMG]http://img193.imageshack.us/img193/4369/2312000801e8764ebb41o.jpg[/IMG][/URL] [URL=http://img32.imageshack.us/i/wdwadventureland0000.jpg/][IMG]http://img32.imageshack.us/img32/812/wdwadventureland0000.jpg[/IMG][/URL]
Trashcan looks strange, too bumpy or something...
Yes I totally agree, I quickly made a normal map for each model just to get them done. I haven't had the time to tweak\learn how to visually optimize them yet. Edit: Here's a cleaner normal: [URL=http://img4.imageshack.us/i/wdwadventureland0010.jpg/][IMG]http://img4.imageshack.us/img4/774/wdwadventureland0010.jpg[/IMG][/URL]
Looking good there :D Keep it up ^^
It looks good so far. Altho I do have a concern, if you're making the entire map this detailed, will it be able to run smoothly or will it lag like crazy? over 2,000 reference pics? geez, did people look at you funny for taking so many pictures?
[QUOTE=xXpyroHatakeXx;17165426]It looks good so far. Altho I do have a concern, if you're making the entire map this detailed, will it be able to run smoothly or will it lag like crazy? over 2,000 reference pics? geez, did people look at you funny for taking so many pictures?[/QUOTE] About the run smoothly question, I really can't say. I'm trying to strike a balance between the visual quality and performance, but only time will tell I suppose. I'm keeping everything well organized so I can always go back and optimize things. The big thing I'm worried about is the vegetation. Oh and people looked at me funny enough to make me feel really uncomfortable. I was taking shots of things people typically don't care about. I actually had an older black woman ask me directly why I was taking pictures of a wall. Edit: Where do I continue posting updates? A new mapping thread or here... DOUBLE EDIT MANIA!: I'm no longer working on this alone. I've joined a group of guys who are working on the same thing as I am as their modeler. So if you're still interested: [url]http://www.facepunch.com/showthread.php?t=805774[/url] I'll be continuing to post my progress on their forums (which can be found on the second page of the thread.)
Its good that you found a team, now the map will be done faster,and all your reference pics should really help your team out.
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