I'm recreating the Burj Khalifa (Burj Dubai) in hammer.
[IMG]http://i27.tinypic.com/blekk.png[/IMG]
It's been attempted.
[editline]12:26AM[/editline]
Few months back.
How far did it get?
Not sure. It was pretty much what you have, except dev textured I think.
Was it this? Because mine's alot better.
[img]http://img532.imageshack.us/img532/4499/gmburjdubai0005.jpg[/img]
Yeah, that was it.
In what way is yours better?
It's been attempted tons of times. Some people were successful but nobody cared
[QUOTE=~ZOMG;23626254]In what way is yours better?[/QUOTE]
More accurate.
[editline]12:44AM[/editline]
That said, I'm beginning to realise it's rather impractical due to Source's limitations.
Plus, lets face it, hammer probably shits itself with portal flow every time it compiles. :v:
Yeah compiling takes the piss :(
I could turn it into a model and use it in a map though.
[QUOTE=Takoto;23628218]Yeah compiling takes the piss :(
I could turn it into a model and use it in a map though.[/QUOTE]
Or as a skybox prop
13 or so very large cylinders :downsbravo:
[QUOTE=Da Fat Cat v3;23629018]13 or so very large cylinders :downsbravo:[/QUOTE]
I agree. First thing mappers shouldn't say they are better than someone else. Especially here because from what we have seen, his is not that unique.
[QUOTE=Takoto;23626381]More accurate.
[editline]12:44AM[/editline]
That said, I'm beginning to realise it's rather impractical due to Source's limitations.[/QUOTE]
Yours isn't accurate, it's far too small. The real thing is over 800 metres and Hammer grid isn't that big.
You could make it in two parts with the skybox filling out like that twin towers map for hl2dm. In fact that one almost completely seamlessly pulls it off.
[QUOTE=Takoto;23625992]As far as I know this has not been attempted, I'm recreating the Burj Khalifa (Burj Dubai) in hammer.[/QUOTE]
WAY better than past attempts. Even if it is just a compilation of cylinders it is VERY design accurate and stylish. I applaud you kind sir.
Now the challenge is optimizing it. :smile:
[QUOTE=Heres Jonny!;23637129]WAY better than past attempts. Even if it is just a compilation of cylinders it is VERY accurate and stylish. I applaud you kind sir.
Now the challenge is getting it to run :smile:[/QUOTE]
Thankyou, in responce to past posts I'm being as accurate as possible (within the restrictions of hammer and source). I'm probably going to make it into a model when I'm done.
[editline]11:44AM[/editline]
And as for optimizing, I'm doing that the best I can. Pictures cant really show that, but when I started out it wouldn't even compile without lighting and crashed hammer. Now I've got it compiling in about a minute with lighting :)
You're not feeding the cylinders to vis are you?
[QUOTE=Heres Jonny!;23637129]WAY better than past attempts. Even if it is just a compilation of cylinders it is VERY design accurate and stylish. I applaud you kind sir.
Now the challenge is optimizing it. :smile:[/QUOTE]
Please tell me that was sarcasm.
Also, the previous attempt, that you showed in this thread, is much, much better.
It looks better, is bigger and the guy that made it wasn't a cocky douche.
[QUOTE=BmB;23638096]You're not feeding the cylinders to vis are you?[/QUOTE]
I only optimized the brushwork, I don't know how to do that :ohdear:
[editline]01:43PM[/editline]
[QUOTE=~ZOMG;23638557]Please tell me that was sarcasm.
Also, the previous attempt, that you showed in this thread, is much, much better.
It looks better, is bigger and the guy that made it wasn't a cocky douche.[/QUOTE]
I'm not being a cocky douche, you are by shitting on my thread with nonconstructive criticism. The other guys map might look better, but mine is more accurate.
But it't not.
Okay, it's blocky, plain, the textures suck. Honestly, I think you should scrap the whole thing and start a smaller project that you can focus on small details on.
[QUOTE=~ZOMG;23638614]Okay, it's blocky, plain, the textures suck.[/QUOTE]
It's a piece of dev textured brushwork, and it's not blocky.
Why does everyone love this building? This is seriously the 3rd or 4th attempt I've seen...
If you're on about the brushes towards the top of the tower having low polygon counts, that's called optimization.
[editline]01:49PM[/editline]
[QUOTE=~ZOMG;23638614]But it't not.
Okay, it's blocky, plain, the textures suck. Honestly, I think you should scrap the whole thing and start a smaller project that you can focus on small details on.[/QUOTE]
It's an interesting building.
[editline]01:49PM[/editline]
And I've decided I'm going to make an elevator to 'The Top'.
[QUOTE=Takoto;23638573]I only optimized the brushwork, I don't know how to do that :ohdear:[/QUOTE]
Make that shit func_detail and use hint brushes to break up the level.
I've already func_detailed it, but thanks for the hint brushes tip :)
Again, you can make it to scale by splitting it in two and having the 3D skybox fill in. This map does it:
[media]http://www.youtube.com/watch?v=bIglBwT2ddY[/media]
It's hard to see because the effect works so well, it's only really noticable in one spot on a ladder that goes all the way up, there's a tiny jump in the view as you teleport, and of course things dissapear when they fall through that area.
But it's very convincing.
[editline]03:15PM[/editline]
Also rabble rabble something about visclusters to unify large open spaces or some other I don't understand.
Your best bet to make something similar to the real thing is to stick that in a 3D skybox. I agree though that it doesn't really look realistic, its basically some cylinders stacked up.
Good luck though.
Derp 13 cylinders guess I'm a good mapper.
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