baphomet_irl said:are there reliable easy-to-use boolean options in Hammer?
AD said:Just to give you an Idea of my level of expertise, I have no Idea what you mean.
I know what boolean is and use it all the time doing internet searches but I dont have any Idea how I would use it to do 3D modeling.
What I do know is that even though there is a decent GUI under the surface there is a great deal that can be done if a person has programming skills as well. In my research I've been surprised by the potential of source and feel like I'm barely scratching the surface. Once I get this thing to a reasonable level I really hope someone with broader experience could volunteer to spend some time on it as well. I feel I have almost completed the basic layout.
I havent decided whether or not to include a lower deck with fighter and ordinance storage or not...
baphomet_irl said:well what I mean would be for example, create 8 sided brush (and make a copy of it), and then intersect it with the 4 sided -brush (wall) and then do a boolean to subtract it from the wall, then get the copy of that octagonal bit, hollow it and place it where the chopped out bit is. I think GTKRadiant had it, but it was very dodgy to use, always ended up editing vertices yourself anyway
yeh the source engine is very nice, and with that HDR stuff in Lost Coast it looks REALLY amazing
AD said:I'm not sure what your getting at... I made a solid brush and "clipped" it into shape I wanted. I extended it however long I wanted it and then used the hollow function for it to automatically make all the walls (using a pos number to have the walls go in from the outside or a neg to go outward meaning the end result is larger than your initial brush) Then I would use the same solid to carve intersecting doorways. Apparently you can do all this in code too but for now I'm pretty much sticking with whats in Hammer. Part of the complaint was probably because the proportions are a bit off. The top angles should probably be slightly shorter, and the bottom ones should be half of what I have them. I Don't think the results are terrible in engine but it will be a lot of work to change it (more tedious than difficult). So if it bugs me enough I just might... But I'm not looking forward to it. For now I'm still trying to work out the bugs in my elevator and ladders.
I played lost coast the other day and yes it looks amazing! It was pretty short, but some of the little things in the way light reflects and stuff were really neat. The monastary shootout was especially standout with the the stained glass and the hanging gold lamps that swayed...
Yep... pretty interesting.baphomet_irl said:did you play it with the commentary on aswell?
AD said:Yep... pretty interesting.
Anyway, heres a bit of info in the formats that I can use in the source engine...
Create the source texture in the .TGA format, in 16-, 24- or 32-bit format, with dimensions equal to powers of 2. (For textures that appear on large surfaces a good scale is 512 pixels for 10 feet [3.0 meters] in the game.) The .TGA can also contain an alpha channel to be used with effects such as transparency or specularity. http://developer.valvesoftware.com/wiki/Creating_Materials
You can find quite a bit of info about coding and modeling in soure at that site actually:http://developer.valvesoftware.com/wiki/SDK_Docs
Now as far as importing models go I havent done a lot of reaserch into it yet but the XSI mod tool (whick I think is still a free download... gmax is no longer downloadable from autodesk) can import:
model files: *.edml
scene files: *.dsc
iges files: *.igs; *.iges
eps files: *.eps; *.ai
And XSI itself uses *.scn and *.exp files.
Anyway, apart from that You can see more extensive moddeling info here:http://developer.valvesoftware.com/wiki/Category:Modeling
You should be able to use xsi, blender, and 3ds max to create the *.mdl files for use with hammer.
Delance said:Cool. Can the weapons be modded?
Maj.Striker said:Hmm, I don't have XSI but I'm sure I could get it. Theres a lot of things I wouldn't know how to do though...namely come up with the firing animations (laser bolts etc), animate hands to simulate reloading etc (not sure if you would need to reload an energy weapon). I'm afraid that beyond modelling the actual weapons themselves...I'd be at a loss.