hm question about contests and such

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Artesia
238 Posts
Posted Nov 09, 2007
sometimes I hate myself for mapping for a game...

I think I should be working on animation...

I was thinking about whoring out modelling/texturing in 3dsmax for people's maps, but of course would want credit on the map...

how would this affect contests and the like?

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theprogram00
51 Posts
Posted Nov 09, 2007
Replied 17 minutes later
Having you own models might look good, if they were good of course. However all the models currently included are good and also in the correct genre/sytle.

Making your own models would be very time consuming, so in my opinion not really worth it. It would make your map stand out from the rest though.

I'll just carry on using the pre made ones.

EDIT: i don't think it would affect contests unless the contest was themed e.g. Aperature Science.

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Artesia
238 Posts
Posted Nov 09, 2007
Replied 57 minutes later
I have some map concepts that would require custom models, like capsule rooms hanging from ceiling and such, would want those round and bubbly like the rest of the portal models, not straight and blocky like hammer requires you to do.

remember they dont have to be small models, you can do whole rooms, you might have to cut it into a couple models but it can be done.

of course what you can do with brushes you should do with brushes.

I'm just here helping you think with portals

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Player1
212 Posts
Posted Nov 09, 2007
Replied 1 hour later

Artesia wrote:
I'm just here helping you helping me helping you think with portals

!

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thecake
37 Posts
Posted Nov 09, 2007
Replied 6 hours later

Player1 wrote:
!

Me hands Player1 the award for shorted post

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Player1
212 Posts
Posted Nov 09, 2007
Replied 1 hour later

thecake wrote:
Me hands Player1 the award for shorted post

\o/

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Artesia
238 Posts
Posted Nov 09, 2007
Replied 2 hours later
I was mainly thinking of a way I could contribute to the community from 3dsmax rather than hammer, as I have 7 years in 3dsmax (been working with it since version 4) and only a couple months in hammer.

for instance, whenever people try new things in portal, like shmitz's tetherball, a prop_dynamic with a custom model could look really sharp

the portal models are for things that were in portal, but people have other ideas, I used combine shields, shmitz used his tetherball. I could develop a custom model rather than using combine shields... for instance, although I like the shields so I dont think I will. The tetherball could be customized with a new sleek piston coming out of a housing above. Also the ball could be modified so people don't think it should be carried around like it was in adv 17... It's released now, im just saying I can help in ways other than mapping...

I will have to learn the reqs for HL2 models, like what format, how are the animation states stored (I can do animation states in 3dsmax but I don't know if thats compatible with hammer)

anyways heres a really old picture of a model I was working on, the skull has been remodelled since then, just dug something up to show my modelling

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Crooked Paul
226 Posts
Posted Nov 09, 2007
Replied 4 minutes later
I have some mod ideas that could really use custom models. But we can't make mods until they update SDK Base, and anyway I'm still very much in the concept phase until I learn to use Hammer competently. But if the offer is still open in a couple of months, I'll take you up on it!
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nickworks
34 Posts
Posted Nov 11, 2007
Replied 1 day later
How do you get it from 3ds or max format to the Valve format? And then what's the proper way to package an additional model with a map?
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Artesia
238 Posts
Posted Nov 11, 2007
Replied 49 minutes later
source uses .mdl formats which 3dsmax can export to, and you would put it in the models folder...
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nickworks
34 Posts
Posted Nov 12, 2007
Replied 1 day later
Wow... I would have thought it was more difficult than that. I'll double check that 3ds Max 9 can export to mdl tonight.

Hawt stuff. I'm gonna have to create some custom goodness then.

EDIT: Just realized I have 3DS Max 9 at work. No MDL export, though. Anyone know where I can get the necessary plugin? Or am I doing it wrong?

Also, am I correct in assuming that an MDL file would also contain its necessary textures?

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Artesia
238 Posts
Posted Nov 12, 2007
Replied 5 minutes later
it can export to .mdl, either natively or with a plug-in, ive done it before
I'm not sure what they do to save animation states... or if the model is one object or more... a morpher modifier for animation states perhaps... not sure but 3dsmax is a major game modelling platform, I'd bet money they modelled all their custom models in max
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msleeper
4,095 Posts
Member
Posted Nov 12, 2007
Replied 10 minutes later
Are you sure that 3dsm can export to .mdl? I am pretty sure you have to export to .smd or whatever, and use studiomdl to compile the model to be readable by source, hence the requirement of having a .qc file.
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nickworks
34 Posts
Posted Nov 12, 2007
Replied 15 minutes later
@ Artesia: I thought Valve used XSI.
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Artesia
238 Posts
Posted Nov 12, 2007
Replied 20 minutes later
mm I think you're right msleeper, I have seen .mdl exported using plug-ins but on further look it looks like its for another app not games :s

I'm really not sure what valve uses, I was just making a guess as 3dsmax seems to be big in the game industry. personally I haven't had any experience in softimage...

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Crooked Paul
226 Posts
Posted Nov 12, 2007
Replied 1 hour later
From the Valve wiki:

Quote:
All of the models in Half-Life 2 were created with Softimage|XSI. A free version Softimage|XSI, called XSI Mod Tool is especially tailored for prop and character creation by modders and is available at Softimage's site (http://www.softimage.com/products/modtool/). Version 6 includes the Valve Source plug-in (essential when you create contents for Source Engine), tutorials, forums, and other resources for getting started with the Softimage|XSI Mod Tool.

Full page here: http://developer.valvesoftware.com/wiki/Model_Creation_Overview

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Artesia
238 Posts
Posted Nov 12, 2007
Replied 54 minutes later
well I know it can be done with 3dsmax, as ive seen it done (not by me or I would know exactly how, I just know he used max )