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Messages - Redskull

#16
Well I've experimented with the displacement modifier if that's what your talking about. I also found an interesting plugin you may be interested in called Greeble:http://max.klanky.com/plugins.htm

I was experimenting with that and found I could quickly generate low poly city buildings that could be easily used in my skybox. I really tried to make them convex by using convex hull script so I could get some good detail building in my level. Didn't really have much success thought. :/

I've also been experimenting with generating brushes in C++ so that I could potential make something to generate procedural buildings. I'm totally a noob to 3ds max so any idea's you have on how to do this process would be greatly appreciated.
#17
I'm currently working on a city map and I came up with an idea when I came across this greyscale city generator.
http://mithril94.free.fr/citymapper/index.php?lang=gb

I generated a terrain with nem's tools that literally looked like city building's. I noticed when I imported into hammer I could just delete the terrain on top of the nodraw brushes and keep the actual blocked out buildings. The only problem I have with it, is that it cuts up the brushes alot. Obviously it wasn't meant to generate cityscape's but it's still pretty neat.

For those not familiar with the terrain generator, you can find it here.
http://nemesis.thewavelength.net/index.php?p=8
#18
General Discussion / Re: Ghost Town 0.8 being tested
October 01, 2014, 07:07:38 PM
It's kind of funny to me to see this cause I was literally thinking of making a city map. Then I realized the whole idea is extremely difficult to do. I was wondering if you guys ever attempted this?

I know I've seen a map floating around of supermario sunshine where all the mapper did was rip the main town from the game and added clipping to it. So...meh..I guess it may be possible for you to do that with gt. I'm guessing it probably wouldn't be a good idea thought. Do you think its possible to convert the models generated from gt into convex models that could then be converted to brushes in hammer?
#19
Thanks for the info I know that took some time to write. I've been basically doing the same thing except in tf2 but never thought bout using Google warehouse. I know you can use sketch-up thought to export maps but I know trying to make brushes with it is very ineffective.

I've been researching ways to properly design a level using the world of level design website. So, I appreciate all the info, will take some time to digest the information. I think maybe next time I make a map I'm going to try and strictly use wall worm. After seeing that cathedral map theirs no denying that theirs just no way you can achieve that kind of detail accuracy in hammer alone. Especially with how your skybox  is setup, that would be a pain.   Just looking at it again I can definable see the detail you added, you did a great job.

Also the reason why I'm bored with the current map I'm detailing, is because i choose another warehouse themed map.  At first, I didn't dislike the layout but after adding a little detail the whole idea just became bland to me. I had another idea in mind but was just doing that one because I decided I would take a different approach to mapping. I normally never plan my maps or use references so on that attempt I actually used references and planned out the layout. :/
#20
No it's from another site, not sure if it'll work for max 2014 but here's the link for wonderboys import plugin.
http://www.wunderboy.org/apps/smdimport.php

Here's the wallworm tutorial for animated props but I'm not sure if that will apply to weapons. I think he might of design his plugins with cstrike/cs:go in mind so using the wallworm tools for what you're doing might not be ideal.
https://www.youtube.com/watch?v=fY6UF7lB1T4&list=PLA74ED5A09F4B1E1E

Just found this: http://forums.steampowered.com/forums/showthread.php?t=1109465 It's a hat tutorial but more than likely should help you out. I'd still try the 2012 version of wonderboys plugin for max because it might be backwards compatible. Either that or just use blender instead.
#21
Alright I just tested out importing the model you have in 3ds max 2010 using the wonderboy smd importer and it gave me the weapon bone with the model. I know wall worm has the option to use that instead. Is your problem trying to get the bone attached to the weapon?
#22
Hmm I don't know much about using blender but hopefully this will help you.
https://www.youtube.com/watch?v=-X5QGx2TP_8

I know whenever I tried importing the scout model as a reference for my scene in 3ds max I had to go to the sdk_content directory because nothing but the bones would import. So maybe you just imported/decompiled the wrong model. Alternately you could try using gcfscape to extract the model from the /tf/ directory.
http://nemesis.thewavelength.net/index.php?p=25
#23
I know this an old thread but I just wanted to say your maps look like professional quality maps, good job! Do you mind me asking what process you took in deciding to design your levels? I always find myself starting a map but never finishing it because either doesn't look right or it bores me to death after play testing it.
#24
WWMT Feature Requests / Re: Floor plan generator?
July 01, 2014, 05:10:40 PM
I haven't honestly been using wallworm a whole lot because I like convexity. Didn't know you could compile it without hammer with wallworm but I do understand that theirs a batch program out their that compiles it.  :) Will definable try to learn how to use wallworm and I already got corvex. Anyways I've been looking at that python script and might just edit it for TF2 but hopefully I'm not the only one that's interested in this being in corvex.
#25
WWMT Feature Requests / Floor plan generator?
July 01, 2014, 04:01:09 PM
Hi, I'm still new to the community was just wanting to suggest an idea I've been thinking about. Do you think it might be possible to create a script which generates floor plans for hammer which you could then export as a .vmf? I know of someone working on tf2 maps had actually successfully created a map with random sized brushes but I don't know how he went bout it. I understand that maybe scripting something like that might be a bit complicated but was just wondering if it was plausible in wallworm.

Edit: Something neat I just found that you may want to look at if your interested. Although this was programmed in python and I don't know how different it would be to adapt some of the ideas into max. This is pretty much what I'm talking about thought.
http://www.moddb.com/downloads/left-4-dead-2-random-map-generator
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