mapping tips for a noob?
But as long as the subject is unclear, I might as well squeeze in a question without starting a new topic:
For the life of me, I cannot find the texture for the shiny metal tile floor! Does anyone know? Is it missing from my setup?
EDIT:
Oh, one tip I can give you for the test chambers: make sure all textures are aligned. Make all brushes powers of 2, that's easier (64, 128, 256 and such). Use the correct textures and correct props at the correct places, with which I mean use BTS-metal in BTS-areas and test chamber metal in test chambers.
Also always check your map for leaks. Leaks are real showstoppers. They prevent visleafs from being created, and they result in icky lightning, which means you cant really see what your ligntning really looks like.
I used to have a tutorial for this somewhere, but I think I've lost it. Basically, there's a channel in the floor with a light emitting texture (search for recessed in the broswer). You can change the lightmap scale of the texture to make it more, or less, blotchy.
Some chambers also cheat a bit, by using normal light entities with a high "constant" value, which provides more even lighting.
For the texture question, you can identify a texture's name in-game, by pointing at it, and using the console command "mat_crosshair". This will return the name of the texture.
NocturnalGhost wrote:
For the texture question, you can identify a texture's name in-game, by pointing at it, and using the console command "mat_crosshair". This will return the name of the texture.
wow man thats a kick ass command thanks!
Is there any specific way to position the metal wall textuers (as in smaller squares near important areas)?
Also, are there any prefabs or tutorials on how to make the panels move out and angle?
appunxintator wrote:
Is there any specific way to position the metal wall textuers (as in smaller squares near important areas)?
In general, there are more small metal squares closer to the floor of a room and they get larger the higher up. Of course there are still other sizes of squares interspersed throughout and there are also a few instances that completely ignore this "design rule".
Look at the official levels and play around with placement yourself to find a style that is visually pleasing.
Quote:
Your best best is to download the decompiled test chambers
How would I go about doing that? (or where)
appunxintator wrote:
Quote:Your best best is to download the decompiled test chambers
How would I go about doing that? (or where)
Forum rules wrote:
Don't post links to illegal files (warez, etc.). We aren't a piracy forum, so we won't for stand it. If you are looking to acquire some software, take it to PM please.Don't ask where to find illegal files. If you don't know how to get your hands on something, you shouldn't be asking for it in the first place.
Yellow cards and locks will flow freely when the rules are broken.
Also, the SDK came with a sample map. Look at that for some tips.
VMex
Search the internet for it. Once you found it, do not post the link here as that violates this forum's rules.
Also, ONLY USE DECOMPILED MAPS FOR REFERENCE! There's nothing against looking how someone did something, and the police won't chase you for copy-pasting a single piston or light entity or such. But copying large parts of others' maps is frowned upon and you should not do it. Copying large parts of Valve's maps is even illegal.
What do area_portal's do? I keep seeing them, but can't understand what they're for!
They have two states, open and closed. When closed, anything behind them will not be drawn. When open, the geometry is visible again.
Even in their opened state, they can help with performance, as they only render geometry that can be seen from the areaportal when looked through.
With regards to Portal, they are usually used in doors. When the door is closed, and the areaportal is also closed, the area behind the door is no longer rendered by the game, which helps performance.
They must be used in such a way that they seal areas completely, or you will get areaportal leaks. By this, I mean that if you have 2 seperate rooms, and 2 corridors connecting them, each corridor must have an areaportal. If you just seal one corridor with an areaportal, it will leak.
For a better explaination, and some pretty pictures, check out this link.
O.o
cake?
You can see this in work in HL2 in the buildings in the Canals, the Coast, and many areas in City 17. You'll notice that windows and doors seem to fade in and out from black as you approach or move away from them - that's areaportalwindows at work.
-Architecture: Build your map. Make it fun to play.
-Functionality: Make sure all entities work well together. If you press that button, the door must actually open.
-Atmosphere: Add detail. Give your map that feel, those details it needs so badly.
-Optimisation: This is the hardest part for many mappers. Get your map to work as optimal as possible. Get rid of everything unnecesarry. Repair the leaks. Fix the bugs and glitches. If the player can't see it, it shouldn't be there.
Note that there is no set order for these 4 elements. They cascade, and you should never, ever neglect any of them.
