Wednesday, February 28, 2007
Tuesday, February 27, 2007
Monday, February 26, 2007
sink done
yeh that looks like nice work guys.
-great texturing on that toilet. would like to see whats in the toilet. or dont i? :S lovin that light box too.
-john it's looking good and that lamp is looking very sweet. on the blockworld topic im glad it's been done. also if you get time go down to the art studio of chris's and look at the map if you can. the ground floor got amended last week i think. so it would be good now to start editing the blockworld.
-we all need to give feedback on eachothers work if theres ideas of improvement. remember when it gets imported and it looks crap. we will regret this moment of input.
a section im workin on for the surgery. got pipework, sink, taps, shelves. mapping was hard but it's complete. so should have it completely textured for tomorrow!
-great texturing on that toilet. would like to see whats in the toilet. or dont i? :S lovin that light box too.
-john it's looking good and that lamp is looking very sweet. on the blockworld topic im glad it's been done. also if you get time go down to the art studio of chris's and look at the map if you can. the ground floor got amended last week i think. so it would be good now to start editing the blockworld.
-we all need to give feedback on eachothers work if theres ideas of improvement. remember when it gets imported and it looks crap. we will regret this moment of input.
a section im workin on for the surgery. got pipework, sink, taps, shelves. mapping was hard but it's complete. so should have it completely textured for tomorrow!
what i've been doing this week
Woo
Image #1 : Beams of light.
Good News : I've finally sussed how they're done in HL2 (they've changed it since HL1)
Bad News : They're models... it might require making a model for each beam.
We shall see.
Image #2 : An outside view of the map.
This image made possible due to my shoddy implementation of...
Image #3 : The 3D skybox
Using models from Half Life 2 for now, but they're easily replacable once we have our own.
Speaking of which...
Mesh of a surgery light... perhaps a little oversized (damn you, scale) and in need of texturing, but I can sort that out tomorrow when I have access to Joel's epic texture library.
Good News : I've finally sussed how they're done in HL2 (they've changed it since HL1)
Bad News : They're models... it might require making a model for each beam.
We shall see.
Image #2 : An outside view of the map.
This image made possible due to my shoddy implementation of...
Image #3 : The 3D skybox
Using models from Half Life 2 for now, but they're easily replacable once we have our own.
Speaking of which...
Mesh of a surgery light... perhaps a little oversized (damn you, scale) and in need of texturing, but I can sort that out tomorrow when I have access to Joel's epic texture library.
Sunday, February 25, 2007
Saturday, February 24, 2007
Screw scale right in it's stupid face
Remember when I said the blockworld might have gone too far the other way ?
It did.
I imported a model to it, and the world is freakin' huge... I'm rebuilding it a third time using photographs, guesswork and common sense based on what Hammer likes.
Bloody thing...
It did.
I imported a model to it, and the world is freakin' huge... I'm rebuilding it a third time using photographs, guesswork and common sense based on what Hammer likes.
Bloody thing...
Friday, February 23, 2007
Thursday, February 22, 2007
Tuesday, February 20, 2007
You Can Die Now
What this image represents is a working "proof of concept" of Unnecessary Effect #1... the "hand through the door" is now poorly modelled, poorly textured and poorly animated, but it's working... all it needs is jazzing up and it's got to be worth some major Joel-Points.
Hopefully once that door mesh has been tidied up, it can have multiple textures slapped on it and be pasted all over the map.
Monday, February 19, 2007
Sunday, February 18, 2007
fuck
what a shit fucking BB system. who the fuck scripts and creates the db. completely crap im disgusted. also with pcworld too causing this random outburst of mine. B_A_S_T_A_R_D_S_!
Withouth the light..
Since Blakcboard hates me today I have to post my images here so here you go, the fire ext with no lighting or anything and lots of them.
Saturday, February 17, 2007
Friday, February 16, 2007
Wednesday, February 14, 2007
Sunday, February 11, 2007
Yeah guys, it's coming along...
Blockworld exists... badly.
Some artistic liberties will need to be taken, as some of the angles are a sod to build properly, and despite making it to the scale of my template, some of the door frames and corridors are too small to fit through.
But still, I thought I'd share progress. :o)
(It will look better than this for next week, don't worry)
Sunday, February 04, 2007
Day of the ermm not triffids err blind angry people.
Watching Day of the Triffids and got thinking of our story for our survival horror, and perhaps we could have a good old no zombies just insane blind people. just a quick idea:P
Friday, February 02, 2007
Model Exporting Instructions
To get a model from Max to Half Life, you first need to export it as an .smd file.
The exporter has been posted on Blackboard in the "SMD Exporter" topic.
It comes with instructions, but just in case you don't see them :
Put the 2 files inside the .rar into 3D Studio's "Plugins" directory. They should magically work next time you start Max.
Once you have a lovely, Joel-impressing finished model, go to the export menu...
And select "Valve HL2 SMD"...
...name the SMD using whatever naming system we have, put it in the correct folder for whatever filing system we have, and click "Save".
This window should pop up.
"Skeletal Animation" will be pre-selected, we do not want that.
Change it so it's exporting a "Reference", click "Export" and then hopefully you'll get a nice, lovely .smd file sat in the pre-selected folder.
If the model is not animated, then that's all that's needed Max-wise to compile the model into a game-readable file... if however we want animations, we'll need an .smd for each animation. Also, if the model is a crazy shape we may need to create a collision box for it, but for simple things like chairs and fire extinguishers we should be OK.
These .smd files will then be run through a program called "StudioCompiler" which transforms them into .mdl files. It requires the Source SDK to run. However, since I last compiled a model, Valve seem to have updated Steam in such a way that it crashes StudioCompiler... Thankfully my laptop hasn't been connected to the internet for almost a year now, and has a working version on it. (Worst case scenario, we can compile models using the basic SDK tools and the Windows command line... the command line scares me though, so it might be best to avoid it)
Rules for making sure models use the correct textures, and also the filing system we'll be using shall follow soon...
(All info I post on here will be compiled together, tidied up and put into a sparkly .pdf file for offline use)
GO TEAM.
The exporter has been posted on Blackboard in the "SMD Exporter" topic.
It comes with instructions, but just in case you don't see them :
Put the 2 files inside the .rar into 3D Studio's "Plugins" directory. They should magically work next time you start Max.
Once you have a lovely, Joel-impressing finished model, go to the export menu...
And select "Valve HL2 SMD"...
...name the SMD using whatever naming system we have, put it in the correct folder for whatever filing system we have, and click "Save".
This window should pop up.
"Skeletal Animation" will be pre-selected, we do not want that.
Change it so it's exporting a "Reference", click "Export" and then hopefully you'll get a nice, lovely .smd file sat in the pre-selected folder.
If the model is not animated, then that's all that's needed Max-wise to compile the model into a game-readable file... if however we want animations, we'll need an .smd for each animation. Also, if the model is a crazy shape we may need to create a collision box for it, but for simple things like chairs and fire extinguishers we should be OK.
These .smd files will then be run through a program called "StudioCompiler" which transforms them into .mdl files. It requires the Source SDK to run. However, since I last compiled a model, Valve seem to have updated Steam in such a way that it crashes StudioCompiler... Thankfully my laptop hasn't been connected to the internet for almost a year now, and has a working version on it. (Worst case scenario, we can compile models using the basic SDK tools and the Windows command line... the command line scares me though, so it might be best to avoid it)
Rules for making sure models use the correct textures, and also the filing system we'll be using shall follow soon...
(All info I post on here will be compiled together, tidied up and put into a sparkly .pdf file for offline use)
GO TEAM.