Easy mapping solution

Rhodeder

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If i were you guys i would convert the old hl1 maps being used in ms:c and use them in hl2. All you guys would need to do is just detail the maps a bit. You could actually use the original models and bring them into zbrush and detail them up there great for a base mesh for a model since there already UV mapped and everything and such low poly. You could actually create some really impressive models by generating a normal map from a high resolution mesh. If you guys did this you could possibly have a internal alpha by mid next year.

-Derek
 

evilsquirrel

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Well...problem is the maps aren't supposed to be just remakes of the others.

according to Kuro, they are supposed to "feel" the same, but have different layouts and such. I think they should definately make some DEV texture maps first and get the areas feeling right with maybe some sample textures, then detail and stuff after the layout is done...only adding small things after the DEV texture stage.
 

Rhodeder

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evilsquirrel said:
Well...problem is the maps aren't supposed to be just remakes of the others.

according to Kuro, they are supposed to "feel" the same, but have different layouts and such. I think they should definately make some DEV texture maps first and get the areas feeling right with maybe some sample textures, then detail and stuff after the layout is done...only adding small things after the DEV texture stage.
thats just a matter of opinion though.
 

evilsquirrel

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testing, yeah i can see testing purposes...but in all seriousness normal maps aren't the best maps to test things in. too much variance.

normally people working on mapping will make maps dedicated to testing specific situations (in source they use dev textures), be it for balancing, brainstorming, or seeing if thier entities work right.
 

Rhodeder

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evilsquirrel said:
testing, yeah i can see testing purposes...but in all seriousness normal maps aren't the best maps to test things in. too much variance.

normally people working on mapping will make maps dedicated to testing specific situations (in source they use dev textures), be it for balancing, brainstorming, or seeing if thier entities work right.
not sure if your getting what a normal map is. http://en.wikipedia.org/wiki/Normal_map Its important to test a game using the maps and textures that will be used in the public release so you will encounter the bugs the public will be experiencing which are map related.
 

Gaz

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Dood, I converted some Quest maps, and its REALLY not worth it, source is SO much more powerful, and models even with a normal map, will look sh|t

Best option is to start over, trust
 

ceriux

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gaz i think once u got the good part of the scripting down and a map or 2 with some monsters and npcs done. u should release a open beta or something. it would bring alot of traffic to your mod and may even bring in new team members.
 

Gaz

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One problem, code, as far as Im aware there is 0% code movement
 

Rhodeder

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If you guys send me a source model of the rat or something i can quickly do some work in zbrush with it just for an example. Also what you would only get when converting it is plane coordinates. You would have to do a bunch of editing on it to get to look good on source. Pretty much you would have a basic shape of the map laid out to do finer editing.

-Derek
 

evilsquirrel

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Rhodeder said:
If you guys send me a source model of the rat or something i can quickly do some work in zbrush with it just for an example. Also what you would only get when converting it is plane coordinates. You would have to do a bunch of editing on it to get to look good on source. Pretty much you would have a basic shape of the map laid out to do finer editing.

-Derek


basic shape of the map is really easy to make, and the current maps would be rediculously small compared to what source can do.
 
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