I liek displacements.
VVIS needs 25 minutes for my halo map. I already thought about making the whole map as a big prop in Softimage and add the physgeometry with brush clips. But that would ruin the lighting. After I have done my map I realized that it’s hard to do complex structures with Source Engine.This example shows it. The only way to add so much geometry into a Source game is with 3d props on every wall. The result would be bad in lots of points.
Func_details are your friends.
delete
The Breadbox of Solitude?
Help me
What should I make the background? I can’t think of anything in particular.
I LIKE!
Make the background a subway station while he sits on some flattened cardboard boxes.
excellent idea
he will have a sign that reads “will [x] for [x]”
Awesome.
How about a romantic-looking grass field, with lots of pollen floating in the air. Would be an interesting contrast.
A grenade launcher for the demoman.
Call of Duty has horrible mod support and horrible modtools (infact, it no longer has any at all). The map editor however is superb and still one of my favorites. It’s called Radiant, the brush system is great and as you can see you can create highly detailed environments without too many problems (it did take a LOT of time though).
But like I said, models should be used because obviously that would look better (better textures, lighting etc). Using brushes will kill the engine, I think I used more than 35,000 in that map.
Me likes!
Yeah this is kinda what I was referring to, I didn’t know any modelling yet so I made everything using brushes. Not only is this bad because it brings a long a lot of problems with the lighting and engine limitations. It also looks worse than using a model with a texture.
There’s a lot more problems you could run into, but I’m sure some of you have the same problems in Source.
I must say though that they still use brushes to create some small detail unlike Valve does in Source.
This is a computer model I made for an animation to show how to assemble a computer. Most of the cords and parts are rigged. I know some basic things are missing like the cords for the fans and some other small details, but it wasn’t necessary.


It’s probably a superb editor because its the same one used for all ID tech games - and COD started on the quake 3 engine.
Here’s a vid of some pretty old work for quake 1:
https://www.youtube.com/watch?v=7B4XTXHtmT4
And here’s my latest WIP multiplayer level for Crysis:
https://www.youtube.com/watch?v=zBChb6kxKuw
I really wanted to do this, but I am terrible at drawing fields when they’re this close and I don’t want to change his position or make the image wider. I might try again later.
Heh, yeah, I use Radiant 1.4.0 to edit Jedi Academy. I agree, for building things it is easily my favorite, and I’ve edited Unreal, Jedi Knight (SITH engine), and Source. None were quite as intuitive as radiant. However, the features for my radiant are totally shitty because JA is awful. I bet it has loads of nice features for CoD. :awesome:
Work continues…




The cooker seems a little out of place.