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Bambuz 
This is what bugs me the most about Source, all the arches etc are usually choppy brushes unless a model is used(seldom), the engine doesn't have patches. 
Overflow And...? 
which is the other one that is missing?

HL2 looks decent because it has good art, but the engine isn't really anything special. There are a few nice effects, like the water, and the lighting is nice, but most of the detail is contained in props. If you take out the props in Hammer (hide them) you can see a shell which is no more complex than a HL1 map - possibly less so.

I was looking at parts of Highway 17 earlier, and if you stop to look at the actual brush geometry, it's shit. There is so little detail used. Thankfully, this is masked fairly well by the textures, lighting and abundance of props.

I will try and make a HL2 dm map, but I don't know whether I will enjoy doing it because of the reliance on props for details. 
Than 
Unfortunately (?), you better get used to mapping like that, because that's definately the direction mapping has been taking in the past couple of years. Take a look at UT2004, most maps have like 50-100 brushes TOTAL with all the rest being meshes. 
Hehe 
soon, mappers will be nothing but boxmap makers! :o 
Necros 
is it up yet? :o

:P


shit, no. uh ... let me write myself ten emails at home. I just went through a drive reformat so I'm still catching up :) 
Yah 
soon, mappers will be nothing but boxmap makers! :o

Either that or they'll have to make all their stuff in Max in the first place ^_~ 
Nihilists Chewing Gum 
Arb 
Necros, I don't appear to have lun3dm3tex.zip anymore. I could pile a bunch of stuff in a new zip for you but I dunno if I want to introduce two different files to the internet.

Headthump/Hrimfaxi/Hooever said they had it: could you send me a list of what files are in the zip? 
Sorry, 
I had most of your stuff on my old machine, but it's gone the way of all things. Perhaps,
www.planethalflife.com/wadfather would have the textures? 
Np 
atm i'm using the textures right out of lun3dm3 to test out some stuff. i didn't know it would be such a problem or i wouldn't have asked until i was sure. i'll get in touch with (vorelord? i'm too lazy to search back o.o) later if it works out.
cheers, and thanks anyway :) 
Local H 
That show was a certifiable example of how the "more is more" concept works. I might have had enough if it had lasted about 2 hours longer. 
Necros 
I can split it in 2, and upload it to 2 different sites, both of which only allow me 10MB. I will Email you with the url's, once done. Wont be for another 2 hrs from the time of this post though. It will be everything from the original zip, unaltered. 
Making Boxes 
It's certainly a far cry from making stuff in max, that's for sure. Modelling in a proper 3d package is teh awesome - but I don't like having to make bits in a 3dpackage like max, then import as props into a stupid boxroom level.

The problem with making levels in a proper 3d package is texturing... it takes a huge amount of time when you have a hundred thousand polys or more that require individual texture alignment. You can do boxmapping etc. but a lot of detail comes through proper application of correctly fitting textures, rather than a generic tileable metal texture or something.

Then again... look at the texturing on some of HL2s props... You really don't notice shit texturing in game with good lighting masking it.

The tools at the previous company I worked for had a pretty awesome set of texturing tools though, so I did all the texturing in Max. Making the textures was the biggest pain in the arse though, since we level guys would get given 2-4 weeks to texture a level (make 30-40 high res textures AND apply them... yeah, right - and you expect it to look good?) and the character guys would get a week to make ONE texture for their fucking characters. How do the producers get these fucking figures?

Ugh, and I hate those games where the map editor is basically a terrain modeller that makes up and down wobbly hills, with no overhangs or anything, and then you just put props in. That's shit if you ask me. I really hope that is not the way things go. 
Erm... 
I did all the texturing in our in-house tools, and all the modelling in max. 
Quick Reading... 
"I did all the texturing in our in-house tools, and all the modelling in wax." 
Than 
as a mapper, you were expected to make your own textures? :S is this a common practice among companies for mapping? 
Necros 
Ah, fuckit, I'll just zip a bunch of stuff up for you. You want photoshop files too or just the tgas? 
Cool 
if it's not too much trouble, yeah, it would be cool to have the photoshop files to work with.

what i'm basically trying to do is try to build some normal maps for them for d3, but i'm not sure it will work very well since all the textures have shadows painted on them already... that's why i don't want to bother anyone since i might not follow through on this thing after all. unless you have only diffuse versions of the textures, that would be pretty wicked... ^_^ 
Lun3dm3tex.zip Contents 
barrel.jpg
barrelglow.jpg
bubbles.jpg
ceilwhite1.jpg
ceilwhite1fx.jpg
concrete0.jpg
concrete0dark.jpg
dmetsupport1.tga
floor1.jpg
floor1stripe.jpg
floor2.jpg
floor2stripe.jpg
hhgtg.tga
lite1.jpg
lite1fx.jpg
llight5.jpg
llight5blend.jpg
lun3dm3tex.shader
lun3dm3tex.txt
metglu.tga
metpan_caution.tga
metpan_caution2.tga
metpan_lite1.tga
metpan_lite1fx.jpg
metpan1.tga
metpan1r.tga
metpan2.tga
metpan3.tga
metpan4.tga
metpan5.tga
q1comp2.jpg
q1comp3.jpg
q1comp4.jpg
q1comp4glow.jpg
q1comp5.jpg
q1comp6.tga
q1comp6bfx.jpg
q1comp6fx.jpg
q1comp6fx3.jpg
q1comp6fx4.jpg
q1comp6fx5.jpg
q1comp6fx6.jpg
q1comp6fx7.jpg
q1comp6scroll.jpg
q1comp7.jpg
sky1.jpg
sky2.jpg
stair1.jpg
star1.jpg
star2.jpg
star3.jpg
star4.jpg
star5.jpg
star5b.jpg
star6.jpg
starb1.jpg
starb2a.tga
starb3.jpg
starc.jpg
stard.jpg
telefloor.tga
telefloorfx.jpg
telewallfx.jpg
telewallhigh.tga
telewalllow.tga
than_button1.jpg
than_button1fx.jpg
than_button2.jpg
than_button2fx.jpg
than_buttonsides.jpg
xpiplun1a.tga
zoot1.jpg
zoot2.jpg

FOLDERS

<extras>
ick_star1.psd
rust_floor1.psd
rust_floor2.psd
rust_metal1.psd
rust_star1.psd
tech_floor1.psd
tech_floor2.psd
tech_metal1.psd
tech_star1.psd

<models>
<mapobjects>
<lun3dm3barrel>
barrel.md3
barrel.ms3d
barrel.qc
barrel2.md3
barrel2.ms3d
barrel2.qc

<psd>
floor1.psd
floor2.psd
metal1.psd
metal2.psd
panbase1.psd
panbase2.psd
star1.psd
support1.psd
telefloor.psd
telewall.psd

Necros, I uploaded evereything except for what is contained in the "extras" folder, the .psd's, sent you an Email with the link, was going to up the extras folder after you down'd the first part. If you want to download from lunarun when he up's, that's cool, just let me know so I can take the stuff down. As long as you end up with what your after, thats the main thing. 
Sweet! 
thanks vorelord! ^_^

the psds are the ones i'm most interested in. highlights and such are all on seperate layers so making a diffuse map is actually possible. u/l the second part whenever you have the chance. ^_^ 
Necros... 
I think it's fairly common. Some places expect it, some don't. I think the larger companies are more likely to have dedicated texture artists.

Some of the textures I had to make myself, and some were made by someone else... the textured version of my level ended up looking pretty shit. I'll be using untextured max renders touched up in PS for pics in my cv :) 
Necros 
Done, you should have mail with the link 
Necros 
I doubt it, it probably depends on your job title/role though. Most of us here are both level designers and level builders, however, in the industry that role may be split rather than combined.

If you were hired as a level designer, its highly unlikely you'd be asked to do textures (surely most level guys aren't up to the task anyways?).

Also if you're hired specifically as a level designer, you may find yourself in a position where you're expected to do pure design stuff and may not get to do any of the actual level construction - depending on the game, tools, staffing etc.

If you're hired as a level builder, it is more likely you'd be asked to do textures, as this role is essentially that of an artist (assuming you're taking direction from a game designer or level designer, and not making your own stuff).

However, this role is more like a '3D artist' and many companies will have specific 2D art guys to do the textures and stuff. So its possible you'd be asked to do textures, but still not guaranteed.

Of course, it all depends on the company and the other staff you have available. But I can definitely tell you that I have rarely, if ever, seen either a level design or level building job advertised that listed texture creation ability as a requirement or a task. 
Hello Mapper 
than speaks the truth!
texturing in 3ds is ... uhh
and modelling to the tex size is not really possible, cause the grid is usless (otherwise you could just boxmap and assign right mat IDs)
etc etc

Also, really odd to hear you had no dedicated texture artist 
Thanks Again, Vl! 
i got the second part, so feel free to take it down. :)

one thing that was missing (i guess it wasn't in the original zip file) are the q1comp line of textures in PSD format. :(
but the others are all there, so yayness. ^_^ 
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