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Forum: All Forums : Valve's Source
Category: HL2 Mapping
Half-Life 2 Single Player, Deathmath, Orange Box, etc. mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: ///Architecture student has a strange question\\\
Inferno3D
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Since: Oct 25, 2007
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Last: Oct 26, 2007
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Category: HL2 Mapping
Posted: Thursday, Oct. 25, 2007 02:32 pm
Here's a question for the experienced game modders:

I'm looking into the use of video game engines as a design tool for architecture and city planning. I'm trying to determine which game engine I should use. I need a platform that is easy to modify but also has relatively powerful rendering capabilities. I understand half-life two is very mod friendly, but I would be willing to consider others. (unreal? elder scrolls?) Which platform would be best suited for this? I'm currently working on a city planning project so I would need something that can handle outdoor scenes well. I would like to have control over the lighting conditions as well as real-time shadows if possible. I do my modeling in 3-D studio Max. Any help or suggestions in this area would be greatly appreciated.
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foyleman
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Category: HL2 Mapping
Posted: Thursday, Oct. 25, 2007 02:38 pm
I assume that you are doing this because you want the client (or related) to be able to walk themselves through the scene. Otherwise you would just use a 3D animation program and render out a pre-determined scene.

I would recommend that you stick with HL2 or something from the Quake Engine (Quake 4, Doom 3). These engines will be easier for you to transition to after using a 3D modeling program such as 3D Max.

Either way, you are going to run into trouble with making round brushes if this comes up in your designs. I have a suspicion that the new Crysis engine will be able to handle this better, but it is not yet available.

I find it easier to script actions within Quake, but if you are simply trying to walk through a level, then HL2 is probably your best bet.
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Inferno3D
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Category: HL2 Mapping
Posted: Thursday, Oct. 25, 2007 02:50 pm
Thanks for the quick reply...

Yeah, I want to be able to move around the scene so we can get an idea of what that place would be like in real life.

So, round forms would end up being faceted?
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foyleman
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Category: HL2 Mapping
Posted: Thursday, Oct. 25, 2007 03:16 pm
The only think round in games are models. Even things that may appear round are multi-sided brushes. The more sides, the rounder it looks... but the slower the game will play back.

Now in the Quake engine, you can implement patch meshes which appear more round than brushes and result in a better frame rates. However I think (not sure I remember correctly) you are more so limited in the construction of your skies in Quake. You can create small maps to use as your sky in HL2 but I don't remember this option in Quake 4.

Someone please correct me if I am wrong about skies.

I figure you would want the option to create a city-like backdrop using this sky option. It would appear more realistic.
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Inferno3D
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Category: HL2 Mapping
Posted: Thursday, Oct. 25, 2007 03:33 pm
I would want to be able to control the sky so that I could create as much realism as possible. This site I'm working on now is really large... about one square mile. I guess I could have sectors with gateways/load screens that let you go from one area to another.
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Inferno3D
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Since: Oct 25, 2007
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Category: HL2 Mapping
Posted: Friday, Oct. 26, 2007 02:01 am
Where can I get a good tutorial or set of instructions for importing 3-D studio geometry into the half-life editor?

I want to make an accurate model of the central business district Tampa, Florida. I have traced an aerial photograph of the area in AutoCAD. I have lines showing streets and building positions that I have imported into 3-D studio. What is the best way to create a realistic terrain showing the blocks and the streets so that I can then place the buildings and the plant models?
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foyleman
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Category: HL2 Mapping
Posted: Friday, Oct. 26, 2007 01:35 pm
Some plugins: http://dayofdefeat.net/forums/showthread.php?t=51089

However Maya is an easier solution to working with models in HL2. XSI is preferred according to Valve.

Here's a tutorial on the reverse process: http://april15th.wordpress.com/2007/10/25/getting-half-life-2-models-into-3ds-max/

A simple tutorial: http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=202

A great resource: http://developer.valvesoftware.com/wiki/SDK_Docs

Terrain...
http://developer.valvesoftware.com/wiki/Terrain

What you plan to do is not going to be as simple as it sounds. Sorry.
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