VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
[QUOTE=Cvoxalury;52381693]You can still do it, because this one is made of brushes (117 of them) and Source hates everything good and always breaks vertex coords and leaves tiny holes in my more complex structures. Isn't it fun?
(Yes I know there's a plugin for Hammer that's intended to preserve accurate coords, but it breaks old regular brushes and sometimes won't load half of my map, so I abandoned the idea of using it)[/QUOTE]
Yeah I could tell it was brush-based a mile away, I can count the sides. ;)
[QUOTE=95Navigator;52381712]How the fuck can one create these things with brushes is and always will be simply beyond me. I cant even create a barrel in Hammer for God's sake.[/QUOTE]
Barrels are easy, just switch from cubes to cylinders and bam, look at you, promoted to master mapper.
But fuck, I hate the one modelling tool I know how to use and I'd rather use it than Hammer to make anything remotely round.
I'm a huge advocate of brushes in map editors, but not when you're making something other than walls.
[QUOTE=Snood_1990;52381724]Yeah I could tell it was brush-based a mile away, I can count the sides. ;)[/QUOTE]
Oh yeah? How about I do this
[t]https://pp.userapi.com/c637229/v637229812/51eef/o9MkkRU-9Fo.jpg[/t]
[I]I beat you[/I]
Actually, doesn't do much, but I'll keep it.
[editline]20th June 2017[/editline]
[QUOTE=gk99;52381808]
I'm a huge advocate of brushes in map editors, but not when you're making something other than walls.[/QUOTE]
So not really a huge advocator? Or at all? I use brush whenever I can get away with that. And I usually can, because this isn't some nextgen (or current gen) graphics project.
[I]This is what being a huge advocator looks like[/I]
[t]https://pp.userapi.com/c637229/v637229812/51ef9/nwibzdr84yE.jpg[/t]
[QUOTE=gk99;52381808]Barrels are easy, just switch from cubes to cylinders and bam, look at you, promoted to master mapper.
But fuck, I hate the one modelling tool I know how to use and I'd rather use it than Hammer to make anything remotely round.
I'm a huge advocate of brushes in map editors, but not when you're making something other than walls.[/QUOTE]
This reminded me of a discussion I had with my friend yesterday.
He was showing me a project he had made in Unity, which involved a playable maze of, like, 10 shapes (walls).
Not only it took him 3 HOURS to make that (in Hammer it would be 5 minutes at best), the work needed in Unity to do it its, like, insane. Model the playable space, define collision in the goddamn code...
Like... is mapping going backwards or something since Quake 1? Why are mapping tools harder and harder to use? What is this neglect of BSP brush geometry going on recently (so many claims it is "unoptimized" or such crap)?
[QUOTE=Cvoxalury;52381852][t]https://pp.userapi.com/c637229/v637229812/51ef9/nwibzdr84yE.jpg[/t][/QUOTE]
WHAT THE HELL
[QUOTE=95Navigator;52381929]
Like... is mapping going backwards or something since Quake 1? Why are mapping tools harder and harder to use? What is this neglect of BSP brush geometry going on recently (so many claims it is "unoptimized" or such crap)[/QUOTE]
Because modern engines are all model driven nowadays, and having a fast and efficient brush creator isn't so important anymore.
[QUOTE=95Navigator;52381929]Like... is mapping going backwards or something since Quake 1? Why are mapping tools harder and harder to use? What is this neglect of BSP brush geometry going on recently[/QUOTE]Modern level editors only use BSP for quick grayboxing nowadays. All of the brushes in the map will eventually be replaced with meshes.
Still kinda sucks since UE4's brush tools are awful to work with, even for quick blocking out.
[QUOTE=Nukedrabbit95;52382048]Because modern engines are all model driven nowadays, and having a fast and efficient brush creator isn't so important anymore.[/QUOTE]
You still have to put in triggers and shit, it's not gonna code itself up into a sophisticated map.
I get that most of the things in the world aren't indoor corridors, but you still need the essentials. You need quick prototyping to get a feel for the gameplay and then flesh out the geometry later in an actual modelling program. Blocking out a map via modular setpieces is balls to the wall insane compared to what we had in the Worldcraft/oldHammer editor back in 1996.
[QUOTE=simzboy;52382149]Modern level editors only use BSP for quick grayboxing nowadays. All of the brushes in the map will eventually be replaced with meshes.[/QUOTE]
Which wouldn't be a problem if you could make meshes within the editor.
And IIRC, that's what Source 2's Hammer does, so I can't wait for it to actually be used for something other than Dota.
[QUOTE=gk99;52381808]
I'm a huge advocate of brushes in map editors, but not when you're making something other than walls.[/QUOTE]
i don't think i'll ever be able to fully embrace model based geometry, everything made from brushwork just feels alot more stable & solid than having everything mesh based. Besides, theres always a certain feeling of accomplishment when you can pull off something really abstract with brushwork instead of resorting to using models. (atleast thats my opinion)
[IMG]http://i.imgur.com/UHLkTmE.jpg[/IMG]
[IMG]http://i.imgur.com/Y3AJXKa.jpg[/IMG]
(Rewolf knew what they were doing!)
[QUOTE=RainSilves96;52382213]i don't think i'll ever be able to fully embrace model based geometry, everything made from brushwork just feels alot more stable & solid than having everything mesh based. Besides, theres always a certain feeling of accomplishment when you can pull off something really abstract with brushwork instead of resorting to using models. (atleast thats my opinion)
(Rewolf knew what they were doing!)[/QUOTE]
But you wouldn't be walking on or colliding with those incredibly often, would you? One's a wall mount, one's surrounded by lava and high in the air. Those are details rather than huge parts of level geometry, and they're also fairly complicated. If we're talking something like a desk or table or something like that, I'll go ahead and do brushes generally, but anything more complicated than that is an absolute mental trial when dealing with Hammer. It's simply [I]easier[/I] to make something in even a basic model editor rather than Hammer for the pure reason that chances are it's [I]far[/I] more stable and you won't be losing progress if you put a vertex in the wrong place and the engine decides that you've fucked up. I was building a little version of the oval office recently, and I had numerous troubles with just getting the fucking hollow cylinder to not have lighting or positioning issues. I got it working "fine," but only after like three recompiles to see if what I was doing was fixing it.
So say I was making a table or functional filing cabinet, in that case I would use brushes because that shit's simple, it's just a bunch of primitives and entities tied to said primitives, but then say I was making a statue of a hand. I wouldn't want to deal with Hammer's bullshit for an hour or so, and I'd just go make it in a model editor so that I'm not having constant issues with it.
[QUOTE=ichiman94;52382164]You still have to put in triggers and shit[/QUOTE]
Actually, you don't really need brushes for triggers in Source even, when I'm too lazy to recompile the map to include a trigger (because the compilers and the engine are SO smart, it can't handle the trigger being added w/o complete recompile), I'd use... env_soundscape! It has ability to detect client and the output OnPlay which can trigger anything a trigger could. Or you can just code your own trigger entity that's point-based. Even have it have helpers to set bounds and act like a volumetric trigger.
[editline]20th June 2017[/editline]
[QUOTE=gk99;52382282]But you wouldn't be walking on or colliding with those incredibly often, would you? One's a wall mount, one's surrounded by lava and high in the air. If we're talking something like a desk or table or something like that, I'll go ahead and do brushes generally, but anything more complicated than that is an absolute mental trial when dealing with Hammer. It's simply [I]easier[/I] to make something in even a basic model editor rather than Hammer for the pure reason that chances are it's [I]far[/I] more stable and you won't be losing progress if you put a vertex in the wrong place and the engine decides that you've fucked up.[/QUOTE]
More of a mental trial to do things in Hammer? [I]Sure[/I], when compared to Blender which is incompatible with the healthy human brain and is made as if to defy common logic. Hammer is very easy and not less reliable than other software (3ds max crashes just as often).
If anything, it's a mentral trial to be learning and using two packages (level editor and model editor) with different interface and workflow, than use just one of those, isn't it?
Hammer is really straightforward, too.
[QUOTE=RainSilves96;52382213]i don't think i'll ever be able to fully embrace model based geometry, everything made from brushwork just feels alot more stable & solid than having everything mesh based. Besides, theres always a certain feeling of accomplishment when you can pull off something really abstract with brushwork instead of resorting to using models. (atleast thats my opinion)
(Rewolf knew what they were doing!)[/QUOTE]
If you're mapping for GoldSrc or on a dated engine brushes are ok, sometimes even better than models in some points. But on Source they look like poop even if they're well made with pretty textures on 'em.
Something about brushes in Valve games feel like home. Makes me think of all the city maps with cars in CS 1.6
Really all Hammer needs is more real-time preview functionality. I would gladly accept not having to recompile my 20-minute-compile airex_02 just to see if this one light suits the level.
Its something even UnrealEd 1 had back in the day.
[QUOTE=Cvoxalury;52380676]Here's some WIP beta we've been working on.
[t]https://pp.userapi.com/c637229/v637229812/51e48/Y8n4kplxwW4.jpg[/t][/QUOTE]
Why must you taunt me with this content? :v:
[QUOTE=95Navigator;52381209]Amazing work dude, especially the lighting.
Personally I dont like that teleport concept (I prefer the WC one we have, its a direct nod to the Anti-Mass Spectrometer - I like the irony), but amazing nonetheless.[/QUOTE]
I really like that original scene between Kleiner and Barney and old Mossman, although not so much the fact they unceremoniously kill off Kleiner. Also liked the fact that the teleport startup was a lot more involved and you had to mirror what you did in HL1 and push the xen crystal into a little compartment as part of the startup sequence.
I made some edits to the screenshot! :)
[IMG]https://cdn.discordapp.com/attachments/308781516606013442/326880519864320010/dr_kleiner_lab_beta.png[/IMG]
[QUOTE=BetaMan;52383622]I made some edits to the screenshot! :)
-screenshot-[/QUOTE]
Great job, now it looks oversaturated as hell.
[QUOTE=BetaMan;52383622]I made some edits to the screenshot! :)
[IMG][t]https://cdn.discordapp.com/attachments/308781516606013442/326880519864320010/dr_kleiner_lab_beta.png[/t][/IMG][/QUOTE]
Shit I dont care what anyone else says I love those colors. Great job!
If only I could implement a post-processing effect to do this in game...
[QUOTE=95Navigator;52385055]Shit I dont care what anyone else says I love those colors. Great job!
If only I could implement a post-processing effect to do this in game...[/QUOTE]
[t]http://i.imgur.com/LOw3XE8.png[/t]
[QUOTE=Havch1k92;52380800]I was looking through [URL="https://expirebox.com/download/006988c49b0f3f831bfd9f4727b7887d.html"]this[/URL] archive and found dis:
weaponizer_liquid... interesting stuff huh?[/QUOTE]
Is there anything new in it or is it just the stuff from the Dota 2 client a couple of years back?
Ok this is driving me crazy. I see so many mods accomplish this and I cant.
Can anyone help me, or at least point me in the right direction, to implement a Quake 1 style camera bob/sway in the Source SDK 2013 code?
take a look at the code in the Half-Life 1 SDK. It's implemented in there and otherwise IDK
Is also at the Source engine, look up sv_rollangle at movevars_shared.cpp . It has a FCVAR_DEVELOPMENTONLY flag for all the game/mods that aren't CS:S. Just remove that flag and set it to 1. sv_rollspeed adjusts the amount of the movement.
[QUOTE=95Navigator;52385420]Ok this is driving me crazy. I see so many mods accomplish this and I cant.
Can anyone help me, or at least point me in the right direction, to implement a Quake 1 style camera bob/sway in the Source SDK 2013 code?[/QUOTE]
Find the CalcView function and override the view angles/position there.
[QUOTE=Maestro Fenix;52385674]Is also at the Source engine, look up sv_rollangle at movevars_shared.cpp . It has a FCVAR_DEVELOPMENTONLY flag for all the game/mods that aren't CS:S. Just remove that flag and set it to 1. sv_rollspeed adjusts the amount of the movement.[/QUOTE]
This was it. The bob code is the same as Quake 1, in that it ALWAYS takes account the sv_rollangle value, but since its marked as a special cvar, that value is always 0. So no screen tilt happens.
Thanks to yall <3
[QUOTE=BetaMan;52383622]I made some edits to the screenshot! :)
[IMG]https://cdn.discordapp.com/attachments/308781516606013442/326880519864320010/dr_kleiner_lab_beta.png[/IMG][/QUOTE]
How to make someone's work worse, lesson #43. You're making DI look like Episode 17 or Cinematic or whatever else. Please stop.
[highlight](User was banned for this post ("Flaming - At least try and be constructive" - icemaz))[/highlight]
[QUOTE=Cvoxalury;52386001]How to make someone's work worse, lesson #43. You're making DI look like Episode 17 or Cinematic or whatever else. Please stop.[/QUOTE]
How to be a dickhead, lesson #1
[QUOTE=Cvoxalury;52386001]How to make someone's work worse, lesson #43. You're making DI look like Episode 17 or Cinematic or whatever else. Please stop.[/QUOTE]
One with this attitude almost questions why bother to expand the Beta community at all.
If were going to act like this, we might as well change our name to /beta and start calling each other normies.
[QUOTE=BetaMan;52383622]I made some edits to the screenshot! :)
[IMG]https://cdn.discordapp.com/attachments/308781516606013442/326880519864320010/dr_kleiner_lab_beta.png[/IMG][/QUOTE]
There's nothing wrong with bloom, HDR, or lens flair, but that looks like something I could do in Google Snapseed on my phone. Not trying to be rude, but it kind of ruins the atmosphere.
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