Hazard Course Remake (AVAILABLE NOW!)

This is a dream job.

The pipe texture is a quick and easy fix. Chances are that entire pipe thing will probably change eventually anyway, though.

We’re just kinda irritated that we get applications for the positions we need, but then we either never get a response, or the person turns out wanting to be paid, which, as mostly a bunch of school kids, is a bit difficult to do.

Understandable, I’d be disappointed to. Maybe I should go learn how to make textures and if you still need an artist in a few months I could join you :retard:

Yeah, because heaven help you if you do any sort of work for free.

…Wait a minute.

I can completely understand wanting to be paid, but out listings are all under “unpaid.” That’s not my point, though. Wanting to be paid for work is a given. I’m just saying it’s difficult to find those that are willing to work for free, and those that do tend to not respond, at least in our experience.

I can understand wanting to be paid for something too, but considering the Black Mesa landscape, it just… seems really unorthodox.

The face edit tool doesn’t work on models.

You’re right, it doesn’t.

But then my next question is why are you using a model there? Why are those orange pipes not brush based? I can’t imagine it being essential for them to be models at this stage. I also know first-hand that exact type of piping is brush-based in bm_c2a2a, and furthermore I can’t seem to find the pipe you are using in the model browser.

That’s what you seem to be insinuating here, correct me if I’m wrong.

We’ve got loads of our own pipe models.

Year, Lars has kept us supplied with a good supply of piping. Models are much easier to do with diagonals, too. Brushwork pipes often tend to get…messy.

As for the texture artists, it completely baffles me. Our job postings are on ModDB. Why are there people looking for paid work on ModDB? You can’t charge for a mod. Where do they think the the money is going to come from?

Year, indeed.

ModDB does allow professional companies job listings, as well as a tick that says whether your job is paid or not. But still…

Large numbers of cylinder and torus brushes eat the VBSP face and vertex limits for lunch. Models do not.

Thankfully we have our own prop modeler who has created a ton of models for us to use.

As someone who has definitely struggled with face limits while mapping (seriously, one does not simply chop 5000 brushsides from an existing map), I know how this feels.

But I think a solution you guys should consider is using Propper. This wonderful tool allowed me to take some of the higher polygon brushes I had in my own map and convert them straight into models. You know that bridge over the electric pool in On a Rail? That was entirely brush based. I turned that into a propper_model, ran Propper, and then placed a model there in it’s place. Easy way to save about 1000 brushsides.

I’ve made it a practice to keep copies of everything I converted with Propper into a separate vmf, just incase I need to edit/recompile. It makes the whole process very easy in my opinion.

I considered using the tool when I began the transition rooms. Curvy pipes, lots of tori and cylinders. I’ve used it before, but it’s kind of clunky. But then I noticed Lars started working on models, and that he could fit everything together so much better than I could in Hammer. It’s more productive and efficient to have a modeler working on those types of things so we can focus on more pressing issues, anyway.

…Hrm.

I think I can understand that. I had an advantage in that most of the stuff I was putting into Propper already had a place in the world, so I didn’t have to do much.

I’ll go ahead and believe you when you say Lars is doing a good job. I suppose you’ll just have to tell him though that those pipes need a little reworking.

Perhaps that’s why they’re looking for a texture artist? :stuck_out_tongue:

In case you didn’t see: https://forums.blackmesasource.com/showthread.php?p=540908

Pretty much. The only thing I dislike about models is that lighting them is annoying. Brush lightmaps are easier to deal with and have better-looking shadowing.

I already have the pipe issue fixed. Took 10 seconds. Reminded me, we need T-pipe models because versatility.
Oh, look. It’s Saturday.

I’ll get to it once the tie is broken.

EDIT: Nah, I’ll break the tie myself.

Happy Saturday, everyone. :slight_smile:

I love how everytime I look at these pictures I find myself thinking the orange wall actually kind of fits with the scene. With the whole testing thing. I dunno.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.