Amount of models in the new maps?

Nostradamus

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Well, i have been working with Hammer/worldcraft all the way since Quake, and it's all cool...BUT now when HL2 gets out, I'm getting a little worried, that a mapper is only there for buildings and terrain, and tetures... i mean, no more little details and all that stuuf right? ... Hammer couldn't possible be doing madrasses and water melons and so on..that has to be models right? that takes a bit of the fun away from mapping imo... oh well, guess it makes the modellers and mappers work better together...thats always good :)


Peace!
 
what?

Watermelons, mattresses, etc. are probably prefabs that are already included w/ the new Hammer.
 
Well ill be ****ed if the watermelons and the matresses etc will be brush based.
 
Originally posted by zEphyr
what?

Watermelons, mattresses, etc. are probably prefabs that are already included w/ the new Hammer.
I know that. Just refering to that kind of items
 
They will probablly be a new type of entity (obviosly, nice obersvation there watson)

I.E

item_watermelon with its settings allreday predefiend for you.

or

func_minip with flag options so you can choose for yourself, for example:

(func_minip) model > watermelon
strengh > 0
manipulated > 1 (i.e has a setting to define wether or not it can be picked up by the manipulator)

and so on
 
Hey guys, I’m not sure about this, but I believe that it will work like this. You make a shape and apply a texture. Now, the new system applies not only a texture, but also a set of properties that go along with it. For example, you make a small cylinder and give it an aluminum can texture and it will sound like aluminum when it drops, it'll float, etc. Make a larger rectangular shape and texture it as a mattress and it'll bend. Make a sphere and with a splash of coded paint you have some fruit. That's the impression I’ve been getting from the stuff I’ve seen and read so far. I mean, just think about the wood from the e3 demo... Anyone else have any ideas about this?
 
I cant remember now, but the water melon looked a bit to round to be a brush. Perhaps source can handle that better, but i think it may have been a model. The matress im not so sure. Was that a model? It seemed liked one. Would a brush be able to take on those "rag doll" properties with just a texture?

I know that there will be "a library" of prefabs available. Such as the pipes you see all over in some of the screenshots. They are models. And i think there will be many others like them. However, the job of the mapper will be far from over. They will still ahve to do terrain and architecture. There will be small details left to do. But some of the finer points, that couldnt be done in Hl will be done with models. People already played around with it in maps. Now it seems to be a much larger part of it.
 
I think valve idicated that most of the detail in a map will be models. So chairs, tables, doors etc. will be models with brushes only accounting for walls and floors and some other terrain. Hell, in the foggy dock screenshot those huge cranes were models.

I think it's a shame 'cos I'm a mapper, and I don't fancy having to do modelling to add custom details to my maps.
 
Yeah, I think you guys are right. Do you think the breakable wood will be a brush that has been made into a breakable entity?
 
I think it's a model actually ... I even think that's what they said in the E3 demo :s But you'll propably have to set bending points for the model so source knows how hard it can bend and some material properties. I just can't believe it's brush based.
 
the physics engine works with rigid bodies, anything that deforms like the matress (in a ragdoll manor) would have to be a model and have it's joints defined.
 
Models aren't nearly as hard to make as good brushwork is so I don't see why so much trepidation, actually, if you guys are interested I could try and whip up a tutorial for XSI coming from brush based things, somebody else will have to step in for texturing, I haven't done enough UV mapping work to be comfortable with teaching it.
 
Yeah, modelling is probably not that hard, for fairly simple things. It's just another piece of software to install/learn. In hl1 you could make a simple breakable object (such as a tv) with 1 brush. It seems in HL2 it would be a model.
 
Cunbelin can you use the XSI brushwork feature instead of hammer? Or is that asking too much?
 
hmm I'm not sure what you mean, you want to learn Hammer coming from XSI ?
 
Yes, I know xsi but found hammer to be annoying and hard to use
 
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