Hl2 Hammer Out Today!

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Comments

  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Wonder merge powers, ACTIVATE.

    Two topics become one! (Sorry for any confusion that I'm sure this caused among replies)
  • eedioteediot Join Date: 2003-02-24 Member: 13903Members
    Holy MuffinBar, MuffinMan! I demand more pictures and maps.. go go!
  • TheMuffinManTheMuffinMan Join Date: 2002-12-20 Member: 11234Members, Constellation
    edited November 2004
    <!--QuoteBegin-eediot+Nov 5 2004, 06:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eediot @ Nov 5 2004, 06:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Holy MuffinBar, MuffinMan! I demand more pictures and maps.. go go! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Aye, Aye, more pictures coming right up.

    Right, i edited the health and damage of the barrels. I also added more of them and created a somewhat safe haven - the barrels have a hard time getting into the small alcove.

    <img src='http://img106.exs.cx/img106/7865/barrels2.jpg' border='0' alt='user posted image' />
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
  • eedioteediot Join Date: 2003-02-24 Member: 13903Members
    Harr harr harr! Excellent.

    Are there any other objects you can spawn to test the physics/new features?
  • TheMuffinManTheMuffinMan Join Date: 2002-12-20 Member: 11234Members, Constellation
    <!--QuoteBegin-eediot+Nov 5 2004, 06:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eediot @ Nov 5 2004, 06:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Harr harr harr! Excellent.

    Are there any other objects you can spawn to test the physics/new features?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I just tried to play with a magnet or two. After most of the barrels had fallen to the floor, several of the barrels entered orbit around the magnet (the bell model). Screenshots dont do it justice, but the magnet was slowly bounching around the room, with the barrels spinning around it at very high speeds. You definitely had to be there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    I will try and get something more impressive and different next , although it will take a while as exploding canisters (in this case, barrels) as very easy to make compared to pretty much everything else.

    <img src='http://img115.exs.cx/img115/6937/magnet.jpg' border='0' alt='user posted image' />
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    Quick, make remakes of popular cs maps with huge Natural Selection banner adverts in them <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    edited November 2004
    MuffinMan: Mind if I give you an assignment?

    Please make a simple, large terrain based map. Extra credit if you can see how it performs in a network game w/ other people. :)
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    <!--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-->Please make a simple, large terrain based map<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Actually, most of the CS:S maps already have extensive use of 'terrain' in the skyboxes. Aztec is probably the best example.
  • Bosnian_CowboyBosnian_Cowboy Join Date: 2003-06-07 Member: 17088Members, Constellation
    So for people who have gotten a chance to use the SDK a little, what are your opinions of it?
  • eedioteediot Join Date: 2003-02-24 Member: 13903Members
    Looking good, muffin. Just a question though - is the light source actually directly above them, or does CS:S just assume it is when drawing the shadows?
  • ToneeTonee Wub wuB UK Join Date: 2003-10-25 Member: 21926Members, Constellation
    I love the way how you have to have steam open to use it... in otherwords eating my RAM so i can do **** all on this computer <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> have to wait till january to do anything! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • TheMuffinManTheMuffinMan Join Date: 2002-12-20 Member: 11234Members, Constellation
    <!--QuoteBegin-DOOManiac+Nov 5 2004, 07:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ Nov 5 2004, 07:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->MuffinMan: Mind if I give you an assignment?

    Please make a simple, large terrain based map. Extra credit if you can see how it performs in a network game w/ other people. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Right, i threw this together in about 5 minutes, so it looks completely crap. It definitely qualifies for big and simple, however. The map is about 6140 game units wide and 6700 long. Ignore the crap skybox, i did not compile with any lights, so it looks horrible. One final thing before i put some pictures up, i have a 9600xt and a amd 64 3200+. I was running this with everything on high at 1280X960

    <img src='http://img104.exs.cx/img104/76/bigmap1.jpg' border='0' alt='user posted image' />

    <img src='http://img104.exs.cx/img104/2519/bigmap2.jpg' border='0' alt='user posted image' />

    eediot, the mapper can set where the light source is, though on those maps i just compiled it without lighting.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    Mother of crap, if only the Preload worked for me.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    MuffinMan, does "everything on high" include FSAA and Anisotropic Filtering?
  • TheMuffinManTheMuffinMan Join Date: 2002-12-20 Member: 11234Members, Constellation
    <!--QuoteBegin-TychoCelchuuu+Nov 5 2004, 08:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TychoCelchuuu @ Nov 5 2004, 08:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> MuffinMan, does "everything on high" include FSAA and Anisotropic Filtering? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    oops, forgot about that.

    No aa, 2 af
  • eedioteediot Join Date: 2003-02-24 Member: 13903Members
    Wow. What other terrain can you do? I assume those are pre-sets that you can modify to provide other shapes but a similar rock type. [Well, try and interpret what I'm trying to say].

    And why are they a foot off the ground?
  • TheMuffinManTheMuffinMan Join Date: 2002-12-20 Member: 11234Members, Constellation
    <!--QuoteBegin-eediot+Nov 5 2004, 08:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eediot @ Nov 5 2004, 08:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wow. What other terrain can you do? I assume those are pre-sets that you can modify to provide other shapes but a similar rock type. [Well, try and interpret what I'm trying to say].

    And why are they a foot off the ground? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Rather than actually model the terrain, i just made a very large brush to act as my ground, put down a dozen cyclers and gave them different models from the wasteland model folder for hl2. They are a foot of the ground because it was a rushed job and i did not check to make sure that they were actually touching the ground and not a dozen or so units above it.

    You can also modify or make your own models in XSI and then import them into Hammer, i think.

    Anyway, im tired and off to bed now. Hope i helped answer some of your questions <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • NegativityNegativity Join Date: 2004-08-08 Member: 30463Members
    *cough* NS map *cough* <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Yeah.. someone needs to make an NS themed map for Counter-Strike:Source so we can play on it together and experience the goodness it could have been.
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    Any NS mappers have the source to somthing fancy, like... ns_bast *cough*Mendasp*cough* that should convert nicley to source.
  • ClashenClashen Join Date: 2003-08-22 Member: 20087Members
    <!--QuoteBegin-Caboose+Nov 6 2004, 03:36 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Caboose @ Nov 6 2004, 03:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Any NS mappers have the source to somthing fancy, like... ns_bast *cough*Mendasp*cough* that should convert nicley to source. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    omg the comeback of the revolving door!!
  • jumpingjodajumpingjoda Join Date: 2003-12-14 Member: 24367Members, Constellation, Reinforced - Shadow
    Mmmmmm revolving. *drool*
  • KitkiKitki Join Date: 2004-04-04 Member: 27722Members
    I want it. I'm going to borrow my mom's credit card now.

    I may need a towel later
  • Dorian_GrayDorian_Gray Join Date: 2004-02-15 Member: 26581Members, Constellation
    edited November 2004
    Lets count down the seconds until the flood of nub mappers create de_fugly, or possibly, if they are NS nub mappers, de_freefall_fugly_b15815. Oh, and count down the seconds until someone comes up with a decompiler.

    As for hammer, not many improvements [EDIT] that I could see [/EDIT]. I was toying with the displacement brushes for terrain, but since it turns your brush bright white while the modifying tool is active, you can't actually *see* the results (at least I haven't figured it out, but I only spent 5 minutes with it). I'll toy with it more when my computer isn't doing a zillion other things (converting 8GB of music to AAC, compiling Gentoo on a virtual machine, etc) That makes hammer just a *tiny* bit laggy.

    Edit: However, the new materials are schmexy. That, and the new 3d renderer is nice <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    Radiant is easier to use, but its nice that VALVe released this. Off to work!
  • HibameHibame Join Date: 2003-11-16 Member: 22974Members, Reinforced - Shadow
    edited November 2004
    Im on my second fugly map now <.< >.> Jumping is fun and physics are funner

    Iv got one problem though, im still trying to figure out, my textures are all fuzzy like they are not being rendered right o.O
  • BigwigBigwig Join Date: 2002-10-27 Member: 1646Members
    I'm having trouble compiling my maps, I keep getting this error:

    Memory leak: mempool blocks left in memory: 49

    and a little further up there's this (it might be nothing): Can't load skybox file sky_wasteland02 to build the default cubemap!

    I'm pretty sure my map is completely enclosed (It's a box), and I have spawn locations in there. Do I need to add some special skybox textures anywhere or what? Or maybe my configuration is wrong?

    he;lp
  • GwahirGwahir Join Date: 2002-04-24 Member: 513Members, Constellation
    I haven't made maps before yet I want to take a look at this

    how do I set it up (specifically the gameinfo.txt directory since there is none) and how do I give it the list of entities, or is it only materials... etc. etc.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    <!--QuoteBegin-Gwahir+Nov 5 2004, 09:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gwahir @ Nov 5 2004, 09:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I haven't made maps before yet I want to take a look at this

    how do I set it up (specifically the gameinfo.txt directory since there is none) and how do I give it the list of entities, or is it only materials... etc. etc. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    When I first opened it up, it was already setup to make CS:S maps, with the entities and materials all ready to go.
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