Adia Recreation Thus Far

RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
edited October 2004 in Mapping Forum
<div class="IPBDescription">Getting there!</div> Alright! I remember a while back I told you guys that I was recreating the Port of Adia in HL2. Well, when I read the Source faq, they said you could take the brushwork from Hammer and put it into Hammer Source! That way, we get a jump start on the level. Problem is, we have to redo textures and entities. However, this DOES give us a leg-up.

So, I started working on the port itself. Me and my partners in this project all agreed some parts of Adia are unlrealistic (example, when you have to rescue a girl, there is a giant pit. What kind of town has a giant pit?) and so we wanted to add a little something. Now, tell me, what can be changed in the picture to make it look more like a port and not just a... place in a level?

Comments

  • MarcosLostPWMarcosLostPW Join Date: 2004-09-05 Member: 31383Members
    edited October 2004
    I dont realy think this would work. Mostly all detail in HL2 is mesh/poly models, and i see you have some high poly brushes there. If you want it to run smooth in HL2 you better replace those brushes with models. Maybe that was your idea tho, to get the basic geometry buildt and replace it later..?

    Anyway, good luck with the project!

    EDIT: Here, this might clear things up abit:
    <img src='http://marshmonkey.com/tutor.jpg' border='0' alt='user posted image' />
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    Yes, a lot of things are placeholders for future geometry and mesh imports, but the arches stay. Belgarion helped me with those, and I think they are working pretty well. They dont suck up too much in terms of geometry, in fact, less than you would imagine.
  • MarcosLostPWMarcosLostPW Join Date: 2004-09-05 Member: 31383Members
    Archers and pillars should be models, but i dont know how big that map would be so i cant tell you how it will run.. we will see <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    That pic is taken from Vampire: Bloodlines btw (Source engine)
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    I'll talk it over with my modeler and see what he has to say about it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Now, tell me, what can be changed in the picture to make it look more like a port and not just a... place in a level? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    If you've played or seen screenshots of CS:Source, it can give you some good examples when compared to its predecessor. Think of things that humans would use. Throw some litter here and there in the streets, maybe a hand cart, some trees; the kind of stuff you would expect to see in the outside world and not a boxy cutout.
  • AdvPredatorAdvPredator Join Date: 2004-03-04 Member: 27137Members
    God, nice map <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    Thank you very much.

    Yes semi, we have considered this a lot, and we plan on adding it in. The question is the rooms. Some of them, in the game, served no purpous but to add to the objectives. We need to make things seem MORE like a coastal town.
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