Hello, whether you are aware or not there are many sites for mapping tutorials and tut writers/producers here on FP, but sometimes there isn't one for your needs or too many to look through that do not cover a specific topic. So here, you post your favorites that you believe will benefit largely others, or make/read tutorials made by members. I'll start out with one I made for somebody who had literally started mapping the previous day, and had no clue what lighting/fullbright is.
[IMG_thumb]http://i47.photobucket.com/albums/f180/BJK51/Hammer/4573215432165.png[/IMG_thumb]
Also, if you have a whole line of tutorials your own already made before this thread, try to keep it all in one post unless requested.
Learning inbound. :science:
I think a better thread title is needed.
Its an okay tutorial, doesn't explain really, just gives simple knowledge.
[*] Props ( Moving ect.. )
[*] Dynamic water
[*] Buttons + Tele's
[*] Displacements
That a bit more advance but I think not many people know about them... some Counter strike source maps are 1 room and boxs for cover...
[QUOTE=FreddiRox!;20578089][*] Props ( Moving ect.. )
[*] Dynamic water
[*] Buttons + Tele's
[*] Displacements
That a bit more advance but I think not many people know about them... some Counter strike source maps are 1 room and boxs for cover...[/QUOTE]
The buttons and tele's one would be especially useful, and the wiki tells enough about displacements but there are a lot of displacement techniques that aren't used often. I found a really easy method for using displacement on train track ballasts, could make a tutorial + VMF too.
[quote]Going to drop two tutorials here because I cannot see them fit anywhere else, and my tutorial thread died off a week ago.
[u]Texturing cones[/u]
If at all you are working on a structure and run into needing the rare cone, here is how to tackle texturing it easily.
Here is a 12-sided cone, other dimensions visible in 2D views.
[IMG]http://i47.photobucket.com/albums/f180/BJK51/Hammer/cone1.png[/IMG]
Now clearly, selecting the whole thing and setting a texture is not the brightest way to do it.
[IMG]http://i47.photobucket.com/albums/f180/BJK51/Hammer/cone2.jpg[/IMG]
So, for my 12-sided cone I created a 12-sided cylinder on the top, each face on the cone has a corresponding face on the cylinder.
[IMG]http://i47.photobucket.com/albums/f180/BJK51/Hammer/cone3.jpg[/IMG]
Now you texture the cylinder, then alt + right click onto the cone face below. Rinse and repeat until you have every side.
[IMG]http://i47.photobucket.com/albums/f180/BJK51/Hammer/cone4.jpg[/IMG]
The finish project looks like this.
[IMG]http://i47.photobucket.com/albums/f180/BJK51/Hammer/cone5.jpg[/IMG]
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[u]Steps to a better ballast corner (for rails)[/u]
Firstly, get the dimensions. It will help a lot to already have the surrounding ballasts and the rail compete before making this. Recall the ballast's height as well.
[IMG]http://i47.photobucket.com/albums/f180/BJK51/Hammer/ballast1.png[/IMG]
Now create the arch. Digits to mine shown below, yours may differ and require adjustment.
[IMG]http://i47.photobucket.com/albums/f180/BJK51/Hammer/ballast2.png[/IMG]
If you are going to texture your ballast, now is the time to do it.
[IMG]http://i47.photobucket.com/albums/f180/BJK51/Hammer/ballast3.jpg[/IMG]
Next turn every top face, and only the top faces, into power 3 displacements. Set the distance to the height of the ballast in units, so it only requires one click per each point.
[IMG]http://i47.photobucket.com/albums/f180/BJK51/Hammer/ballast4.jpg[/IMG]
32 thousand and a half clicks later you will have a full, optimized, bug-free ballast corner.
[IMG]http://i47.photobucket.com/albums/f180/BJK51/Hammer/ballast5.jpg[/IMG][/quote]
For the second tutorial, I'd use the raise to tool.
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