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  02:30:12  3 January 2008
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=onboost=
(Senior)
 
On forum: 12/27/2007
Messages: 75
Thank you for your great post.

When I start making some MP maps I might hit you up with some questions if I get stuck.

Been a while but used to 3D CAD and web design etc... take a while to get back into things
  19:15:49  8 January 2008
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Grinsomx
Senior Resident
 

 
On forum: 07/27/2007
Messages: 189

---QUOTATION---
Thank you, Natace!

I will definately try to make new maps with your tutorial.

I really need a new map for the machinima I will make soon with some friends. If there are no map-makers that can help me, I guess I'll have to do it myself.

Seriously, if anyone knows how to do this, and thinks they can make two maps for me, please contact me.

If no one contacts me by June 2008...I guess I'll have enough free time to learn how to use the MP sdk and make my own maps. Or something else might happen, like Clear Sky and the SP SDK.

But I really need an MP map to film a machinima.
---END QUOTATION---


i'm looking into map making myself (to add a few dungeons into the sp part of stalker)
if i figure out how to properly make maps (like i did for HL2 in the hammer editor)
i'll give your maps a try if they are not too complicated. ""read= time consuming""
  01:25:45  9 January 2008
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buddy the designer
Senior Resident
 

 
On forum: 06/18/2007
Messages: 168

---QUOTATION---
Thank you, Natace!

I will definately try to make new maps with your tutorial.

I really need a new map for the machinima I will make soon with some friends. If there are no map-makers that can help me, I guess I'll have to do it myself.

Seriously, if anyone knows how to do this, and thinks they can make two maps for me, please contact me.

If no one contacts me by June 2008...I guess I'll have enough free time to learn how to use the MP sdk and make my own maps. Or something else might happen, like Clear Sky and the SP SDK.

But I really need an MP map to film a machinima.
i'm looking into map making myself (to add a few dungeons into the sp part of stalker)
if i figure out how to properly make maps (like i did for HL2 in the hammer editor)
i'll give your maps a try if they are not too complicated. ""read= time consuming""
---END QUOTATION---



If you don't have any expierience in 3d packages such as Max or Maya then X-Ray will be pain in the a**, it's really hard engine to get into, You have to Model whole scene, no brushes or so...
  01:56:26  9 January 2008
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11720
You do not have to model detail objects. What else would you need brushes for?
  03:23:04  9 January 2008
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
Messages: 3803
well if we just want to use the sdk raw data objects then yes we dont need to create new models, but that rawdata is poor, no buildings, only small props and trash, trees, vehicles. and a level definitely needs new buildings and other goodies.
  03:35:12  9 January 2008
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11720
Would it not be easier to place the building right in Maya? To me it makes sense that all static geometry is created externally.
  16:36:05  9 January 2008
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Grinsomx
Senior Resident
 

 
On forum: 07/27/2007
Messages: 189
i only have experience with the HL2 hammer editor when it comes to level design, but i did build those maps from scratch...as long as i can use that experience to get me started on maps for stalker i shouldn't do too bad. as long as i can read a lot of guides and play around with things i tend to be very "lucky" and get what i want out of the tools at my disposal.
just as long as i dont have to start with boolean comparisons ( i never understood what they're suposed to do, except confuse me)

if i can't complete the idea someone wants me to work on, i'll say it right away anyway.
  16:44:48  9 January 2008
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silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
Messages: 790

---QUOTATION---
Would it not be easier to place the building right in Maya? To me it makes sense that all static geometry is created externally.
---END QUOTATION---



And how is this a good idea, again? The prefab library is thin enough as it is without doing such harebrained things as permanently linking the buildings to the maps. It'd be nice to start making those into prefabs, IMO, because then you can use them as building blocks to get a consistent look.

(That said, if you're going to make all-new buildings or use ripped geometry, you should be making them into both Maya/3DS Max scenes *and* LevelEditor .object prefabs, because then you can edit them in Maya/3DS Max and *still* keep the correct theme, and you'll be able to extend the prefab building library that way.)
  16:52:36  9 January 2008
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11720

---QUOTATION---
And how is this a good idea, again?
---END QUOTATION---


It is a good idea to create all static geometry externally, because Max and Maya are both very good for editing 3D scenes and are much more sofisticated than any game editor can ever be. You get better results faster. Am I wrong?
  17:41:01  9 January 2008
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silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
Messages: 790
Oh, I didn't say or mean *creating* the building geometry in the SDK - that would be stupid, not to mention impossible. What I'm arguing against is permanently binding the buildings to the terrain, instead deferring that step to the SDK. We're basically starting from scratch here, so having buildings and other props in 3DS Max/Maya form instead of in the SDK .object format worries me, because while .object files can be passed around easily by mappers, 3DS Max/Maya scenes are not nearly as easy to port.

(I'm thinking of the l01_escape 1154 map that the Stalker Inside group came up with as an offender, in particular - the screens make it look like the buildings are welded to the terrain, which is several hundred thousand different kinds of wrong. I haven't installed my Max 9 trial yet, so I haven't been able to check. Maybe I'll do that when I wake up next.)
 
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