Please clarify: you imported it directly from NC?Quote:
Originally Posted by Biglines
Please clarify: you imported it directly from NC?Quote:
Originally Posted by Biglines
Flib, i don't think that Biglines would be that low... you know what i mean, don't you?
Yeah, but it would be cool if models could be imported directly from Neocron. It would certainly save time, but it would be less awesome.
no, importing from blender into source (which is a challenge in itself, or at least used to be ;))
I could make them destructable, same with the plants, pretty easily actually, simply setting the destructable boolean to true as far as I can tell ;) but we'll have to see about that in game
and if you look closely, these models are actually higher poly than in neocron, just the textures aren't on them yet (well, only a general dark or light metal texture)
the gun and plant are already much higher poly (resolution if you want), and the seats are lower but not sure if I want to make them much higher. I just want to get all the plaza 1 props done so we can release a HL2 dm map as soon as possible :)
so maybe it is possible to import for placeholders, but personally I'd want to see higher poly versionsQuote:
Originally Posted by Marc Hoover
Okay, than the long way... redesign :)Quote:
Originally Posted by Biglines
I've had to post on a different account to my main one, it won't let me post any replies =S Not that I posted much on the forums anyway.
However I'm interested in helping mapping in hammer for this. I started on a plaza 2 map before formatting and losing it. I have some experience in hammer, before goldeneye:source came along I was working on facility:
http://img199.imageshack.us/img199/5...litybeta08.jpg
http://img141.imageshack.us/img141/6...litybeta12.jpg
And a fear map:
http://img529.imageshack.us/img529/609/fearoffice02.jpg
This was as far as I got with plaza before losing it =)
http://img529.imageshack.us/img529/8...azaalpha01.jpg
I have to tell everyone, it has been a hectic few weeks. My PC went down, then I started moving, the sewer backed up in my new house and Comcast decided that instead of pleasing customers, they would rather crap on them and not install services in a timely manner...
That said, I'm ready to start working on the project *if* my internet FINALLY gets installed tomorrow. Of course, I still have loads of unpacking to do, but I'm going to start devoting time to the project. I've felt bad that I haven't contributed much because of my current situation, and frankly, I'm ready to get the ball rolling.
For the sake of time lost already, I'm going to be working mainly on the map of Plaza. Since biglines has stepped up with working on the prop models I think my time is best spent on the map. Without a programmer in the wings, things will be slow going on the development front, but Biglines and I can crank out some content.
@Ragnorak: If you are interested in helping, by all means please start on the area of your choice. I listed earlier in the post some of the areas we were interested in making for the mod so feel free to jump in wherever you want. If you want any of my custom textures, such as Medicare signage, etc. please let me know.
Thanks everyone for being patient with me. I don't know how long it will take to get the ball rolling properly on this one, but I promise I'm working on it.
I could crank out a map or two for fun
By all means, feel free to do so. Just to remind everyone who wants to contribute, you should make your map Orange Box compatible, meaning make it for TF2, so that we won't have any issues importing it later on.Quote:
Originally Posted by Mal
And as stated before, as I create more and more custome textures, particle systems, etc. I will make them available for any map maker out there who wants to lend a hand. Just drop me a line and I'll get them to you.
I think we might have to look into making it work in pre-orange box, so HL2: DM, since a lot of people don't have the orange box. ATM it's only the gravlift particles right? I am pretty sure that there are possibilities for doing something similar in the older HL2 code, since even hl1 had particle systems that looked like this. (might have to code them ourselves instead of using the particle system of the orange box though)
it would open up the mod for 6 euros, instead of 30 euros, which is quite a lot of difference
BTW in regards to making the chairs breakable, you'll want to set a trigger box around them and set it up so that on hit, it breaks the parent entity. That's the proper way of setting it up. If you don't understand what I mean by that, PM me and I'll set up an example for you.
hmm, think the default bottles and stuff in HL2DM use the prop properties to do it, not a trigger, but I'll let the mappers figure that out ;)
Since it sounds like a bunch of assets are being created, if you guys want email me at webmaster at g0dsoft dot com and I will set you up some webspace / ftp to host this content for each other.
Are you mapping from scratch or just modifying the BSPs already in game?