This is a short video that shows the area I'm currently working on, the construction site. It's something I previously did with a work in progress video of Russia ( Wesleytack.com ) and I had people asking me to post more. This video shows me working on railings and staircase asset for this particular area, exporting and importing and also how it looks ingame. I hope to finish the construction site by the end of this week. The video can also be found on my blog ( Wesleytack.com )
More info on Off Limits can be found on our site: Off-limits.be I have more updates coming soon as the level gets closer to final!
The environments you guys make are so freaking awesome. Very nice job!
Awesome, about time someone did model mapping in source.
This is some hot ****!
I think this is going to scare off a lot of the modding newcomers hehe. Looks bloody awesome though!
impressive! A crane for the core on the contstrution site would be cool.
how does the game know to walk on it tho ?
just run your map, open the console and do this:
sv_cheats 1 = cheats on
developer 0 = turn off developer messages on top left
impulse 200 = remove weapon
cl_drawhud 0 = remove hud
and if you wanna fly around your level:
noclip = free flight
but if that's not what you mean please explain further what exactly you mean by it?
He's saying it's a large mode; How does the game know it's something you can walk on, like a floor.
i mean its not a map modelled in hammer right ?, so how do you model something in a modeling program and load it in to halflife and the camera knows how to move on it etc..
oh, no, the floors are brushes I exported to .dxf and imported into 3DSmax, it's half brush half models. I made the rough look in brushwork first so I would know the size in 3DSmax, there I add details and export it all back into hammer using all the same pivot, then once I have 1 object in place all I need to do is copy that object, rename it and all the detail models are fit directly into place without much hassle.
Anddos, Wesley also exports collision primitives and compiles those into the static prop.
Check this: Developer.valvesoftware.com
This is a perfect example of how to map in Source.
Wow, impressive :).
very interesting work flow video!
really like it, and for sure, looks also very impressive :)
btw: what's the song's name?
Kraak & Smaak - Cornered, From their "Plastic People" album.