
Propast
Joined: Sep 1, 2010
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Posted: Oct 26, 2010 02:32 AM
Msg. 36 of 63
I can, but I'm busy doing other stuff most of the time.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Oct 26, 2010 08:29 AM
Msg. 37 of 63
Lesson to learn in bsp creation: The model itself is not everything. It's the texturing and the lighting that sell the map. An example of this is (unfortunately) Solitude. The structuring of the map was modeled with a good amount of creativity and detail, BUT the texturing absolutely killed the feeling that the map could've had, and the lighting made it even worse, so bad that I couldn't even fix it that well. On the other hand, you have very simple bsp models, such as (I will give examples of my maps) Pitfall and Descent. While they had simple modeling and structure, it was the texturing and the lighting that gave the maps the feel that they had (Pitfall had bad shaders and patchy lighting, though). But you get the idea. This is all my opinion, btw.
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bobz7
Joined: Sep 29, 2010
Were it so easy...
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Posted: Oct 26, 2010 01:46 PM
Msg. 38 of 63
I can, even did a few, but never released any maps and most never made it out of 3ds max cause of errors and stuff. Nothing fancy though, I have pretty basic 3d modeling skills.
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Caboose117
Joined: Jul 23, 2006
Seriously guys?
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Posted: Oct 26, 2010 02:14 PM
Msg. 39 of 63
I can, although I'm not very good at modeling. I made one decent map for screwing around, was a bunch of extruded boxes connected by teleporters... xD
Needless to say I worked on the tag end of stuff, and usually just hung around here to help with various problems.
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Oct 26, 2010 02:39 PM
Msg. 40 of 63
I do model humongous BSPs, poorly textured reusing sometimes existing BSP parts and sometimes brand new.
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Oct 26, 2010 05:38 PM
Msg. 41 of 63
Quote: --- Original message by: MoooseGuy Lesson to learn in bsp creation: The model itself is not everything. It's the texturing and the lighting that sell the map. An example of this is (unfortunately) Solitude. The structuring of the map was modeled with a good amount of creativity and detail, BUT the texturing absolutely killed the feeling that the map could've had, and the lighting made it even worse, so bad that I couldn't even fix it that well. On the other hand, you have very simple bsp models, such as (I will give examples of my maps) Pitfall and Descent. While they had simple modeling and structure, it was the texturing and the lighting that gave the maps the feel that they had (Pitfall had bad shaders and patchy lighting, though). But you get the idea. This is all my opinion, btw. Do not speak of the horrible pitfall lightmaps >:[ I had to redo them to look super nice. a example by what moose means. <3 hydro for sexehness Edited by Hydrogen on Oct 26, 2010 at 05:38 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Oct 26, 2010 05:39 PM
Msg. 42 of 63
The red contrasts with the green D: Since it's meant to be summer, I think it'd look nicer if it was brighter, with less emphasis on the red.
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Oct 26, 2010 05:45 PM
Msg. 43 of 63
Quote: --- Original message by: Gamma927 The red contrasts with the green D: Since it's meant to be summer, I think it'd look nicer if it was brighter, with less emphasis on the red. ya that pics from 4 months ago xD i restarted and made it more bright but the new plan from 2 weeks ago is to make it a gloomy rainy map in the spring so some fog and stuff so the red lighting is nice also that grass bitmap was crappy the ground + lighting looks so much better now with the ground map i did
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doompig444
Joined: Mar 22, 2010
Mornië alantië
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Posted: Oct 26, 2010 05:47 PM
Msg. 44 of 63
Quote: --- Original message by: MoooseGuy Lesson to learn in bsp creation: The model itself is not everything. It's the texturing and the lighting that sell the map. An example of this is (unfortunately) Solitude. The structuring of the map was modeled with a good amount of creativity and detail, BUT the texturing absolutely killed the feeling that the map could've had, and the lighting made it even worse, so bad that I couldn't even fix it that well. On the other hand, you have very simple bsp models, such as (I will give examples of my maps) Pitfall and Descent. While they had simple modeling and structure, it was the texturing and the lighting that gave the maps the feel that they had (Pitfall had bad shaders and patchy lighting, though). But you get the idea. This is all my opinion, btw. AGREE. Terribad BSP can look amazing with nice textures and shaders. Of course, some people like to have both: http://hce.halomaps.org/index.cfm?fid=1796
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sierra117
Joined: Jan 10, 2008
If sex is good exercise, why are there fat sluts?
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Posted: Oct 27, 2010 01:21 AM
Msg. 45 of 63
i do. :)
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Oct 27, 2010 07:48 AM
Msg. 46 of 63
I can't model, and I have no clue how to use HEK. So no, I don't BSP model. I'm more of a picture editing guy. I use GIMP mainly. Recently, I read a thread on this forum talking about texmod, so I've started using that, cause it's easy. Edited by Garagorn888 on Oct 27, 2010 at 07:48 AM
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Oct 27, 2010 12:49 PM
Msg. 47 of 63
Quote: --- Original message by: Garagorn888
I can't model, and I have no clue how to use HEK. So no, I don't BSP model. I'm more of a picture editing guy. I use GIMP mainly. Recently, I read a thread on this forum talking about texmod, so I've started using that, cause it's easy. Edited by Garagorn888 on Oct 27, 2010 at 07:48 AM Do you have any artistic ability or knowledge of structure and landscape? If so, you can model. If you learn 3DS. It's REALLY not hard after you learn what everything does.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Oct 27, 2010 02:46 PM
Msg. 48 of 63
Yeah, what eliteslasher said. The beginning is the hardest part, but once you learn by following a step-by-step tutorial (look in the tutorials index), you will be smooth sailing from there.
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Oct 27, 2010 03:15 PM
Msg. 49 of 63
Quote: --- Original message by: MoooseGuy Yeah, what eliteslasher said. The beginning is the hardest part, but once you learn by following a step-by-step tutorial (look in the tutorials index), you will be smooth sailing from there. Ehh... Maybe a FEW step by step tutorials. There are some that really are lacking in what they cover. But seriously. Give it a week and you should be able to do things pretty quick.
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Oct 27, 2010 04:03 PM
Msg. 50 of 63
i do aswell but i havn't released anything apart from a very basic base model i did.i've still been trying to learn how to add the lighting and a few other things before i would release a map that i think might be good enough for people to play and to enjoy playing on.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Oct 27, 2010 08:39 PM
Msg. 51 of 63
I am learning.
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Arteen
Joined: Mar 8, 2008
...
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Posted: Oct 28, 2010 05:23 PM
Msg. 52 of 63
I've made a bsp or two before. It's pretty fun.
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Oct 28, 2010 05:50 PM
Msg. 53 of 63
lol. Here I go talking about making BSPs and my 3ds goes out and won't reinstall without errors. *sigh* Well I was looking for a reason to reinstall my FREE Win7 anyway.
LOL. FREE major specific college programs FTW! Praise MS!
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il Duce Primo
Joined: Apr 22, 2007
CMT Team Leader
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Posted: Oct 28, 2010 09:45 PM
Msg. 54 of 63
Quote: --- Original message by: Arteen I've made a bsp or two before. It's pretty fun. Too bad you're too scared to make another! :P
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Oct 28, 2010 11:02 PM
Msg. 55 of 63
I smell possible Official BSP W.I.P thread. Anyone else?
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Oct 29, 2010 12:22 AM
Msg. 56 of 63
@skidrow, would be a good idea to see how many are actually being made
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Oct 29, 2010 12:37 AM
Msg. 57 of 63
Working on one for DSMT but since my windows 7 needs to be reinstalled, I have a lot of college work right now, and I am trying to get a day job, it may take some time to finish. Anyway... http://www.xfire.com/video/399f8a/I still have a few caves to finish, forerunner bases to make actually look interesting. and some tunnels to make leading up to forerunner landing pads for banshees. Fog is supposed to be in the center, but IDK why it is not there. it was in the build before this so maybe I just forgot to unhide the fog plane before I exported. Also, a few other minor things to do as well. Oh and forgive my standard tags. I am not usually a populator so I do not stock tags on my computer other than those relating to a BSP or my own personal mods.
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Oct 29, 2010 12:43 AM
Msg. 58 of 63
thats a cool looking map you got there,the map im working on doesnt even come close to that
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 29, 2010 01:56 AM
Msg. 59 of 63
The cliff wall textures look a tiiiny bit repetitive. The giant scars look duplicated along several spots, but I looove the map otherwise.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Oct 29, 2010 03:17 AM
Msg. 60 of 63
The map lighting needs to be improved in my opinion. The outside has a bit of a monotone dark-brownish kind of color, which doesn't feel very interesting. The inside lighting is fine, I guess, except for the really dark parts in some of the doorways or whatever those are. Anyways, on to the structure and texturing. VERY well-done, I am loving how this stands out to the player in regards to textures. As for the exterior, I would use a more tileable cliff texture, one that doesn't show the same dark line over and over. Colors are good, they flow well. If you said there was a fog plane in the center, that sounds pretty cool too. Overall, me likey. 
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Oct 29, 2010 12:19 PM
Msg. 61 of 63
Quote: --- Original message by: jesse The cliff wall textures look a tiiiny bit repetitive. The giant scars look duplicated along several spots, but I looove the map otherwise. Yes Jesse I am sure you do.  Oh and by the way did someone say BSP WIP thread? http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=34753
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Oct 31, 2010 01:52 PM
Msg. 62 of 63
Quote: --- Original message by: doompig444 Is that a bad thing? Borrowing BSPs saves time and still looks great. Would you want Higuy to model everything by hand and never release Lumoria? Actually, I model all my environments from scratch that isn't forerunner, and even sometimes the forerunner is completley custom, however Mass models that.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Oct 31, 2010 02:46 PM
Msg. 63 of 63
Quote: --- Original message by: eliteslasherQuote: --- Original message by: UnevenElefant5 I can, but I haven't in a while. I should start again >_> Hey when is UMP coming out, or does that still need more work? That still needs a LOT more work, plus school started so it's effectively on hold until christmas break, then maybe I'll get around to working on it. I do want to release it though, it's been sitting on my hard drive for far too long.
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