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Making wolf et maps |
GlasShadow
Member

Posts: 248
Location: US
Joined: 01.06.08 |
| Posted on 07-01-2009 08:35 |
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Ive been contemplating making/modifying some et-maps, downloaded some editing software and crap and took a look at it dosnt look to complicated compared to what im used to.
What are u used to you ask
here are some models ive done <<note that the textures are not full resolution in these screen shots.

a rim

close up

thats kool u say but what does that have to do with wolf et map making



fully working P40 i made for Microsoft combat flight simulator 3
and last here is a cool smg

photo and below my rendition

well if thats not enough look me up on myspace under hugh durham <<< my name shhhh
and anyway anyone interested in helping just let me know, not shure how much time ill have for it i as i go back to college in like a day but im sure i can squeeze some time in for it here and there
oh and one last one lol

Edited by GlasShadow on 07-01-2009 08:41 |
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RE: Making wolf et maps |
Bindsa
Member

Posts: 259
Location: NL
Joined: 08.05.08 |
| Posted on 07-01-2009 12:27 |
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Wow you seem pretty good at it, I used Ac3d a while and AutoCad.
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RE: Making wolf et maps |
ali 1337
Member
Posts: 1337
Joined: 03.10.07 |
| Posted on 07-01-2009 16:52 |
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yeh because making models of planes/rims is totally similar to making a map.

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RE: Making wolf et maps |
GlasShadow
Member

Posts: 248
Location: US
Joined: 01.06.08 |
| Posted on 07-01-2009 17:25 |
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well yea u kno its not like i can write any scripts for this game either. ... given the amount of maps available most of the stuff will be prefab, buildings are simple to make in raydiant, went through a tutorial pretty easy stuff, terrain is similar to bump-maps u can see that in my mustang pic on the plate and cobra emblem as well as the word ford are bump mapped, ive been playing with 3d models for about 6 years now, mostly gmax and 3ds, all the buildings are just creating rectangles with beveled edges and sticking them together. Texturing is a lot easier then the uv mapping im used to, as well. im sure getting a map to load and work properly will take some time but that p40 is actually 5 different airplane models for LOD has around 25 working gauges, canopy, gear, control surfaces, guns, bombs, two cockpits, 1 for virtual which u see out of and one if your outside the plane, not to mention the trouble of tincturing in a .dds format, and the air spreadsheet to get it to operate is like 7 full excel pages, that require everything from the airfoil to the surface area of the wings to the displacement and compression of the engine, textures include 3 color maps, reflection map, alpha channel maps, a .mos file for bullet holes and damage maps, the wings or any other major part can be blown off the plane, with x-ref effects for oil leaks, fuel leaks, smoke, fire and what have you. Oh i can also edit the xml files for that game to make effects, seats for additional crew members that you can swap to in the case of bombers, etc. so i have some experience working with games  |
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RE: Making wolf et maps |
ali 1337
Member
Posts: 1337
Joined: 03.10.07 |
| Posted on 07-01-2009 17:41 |
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ali wrote:
yeh because making models of planes/rims is totally similar to making a map.

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RE: Making wolf et maps |
Trekker1
Member

Posts: 1709
Location: US
Joined: 03.11.07 |
| Posted on 07-01-2009 18:07 |
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ali you noob, he can put rims and planes IN TEH MAP! 
I'll be interested to see what you start doing Glas


HevyDevy said:
The greatest thing about balls, is that statement in and of itself. |
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RE: Making wolf et maps |
GlasShadow
Member

Posts: 248
Location: US
Joined: 01.06.08 |
| Posted on 07-01-2009 19:32 |
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anyway i was hoping to get some help or at least some ideas as to what people would like in a map, etc... i only posted those pix so that it would be taken seriously as i know a lot of ppl say they want to do something and it never pans out, to me its a constructive use of time and as i would like to do this type of work for money its good for my portfolio ,,lol,,
i was thinking of doing either a beach assault type map, possibly with a Sherman tank as im tired of seeing only the jaggerpanter tank or possibly an attack on a underground type bunker map with pill boxes and tunnels and crap like that so any ideas would sure help, thanks
just a little side note cfs3 uses md3 model types which just happens to be what wolf et uses for most stuff except the player models are a different type and ive only located 1 program that can convert to that and its 100 bucks , but at this point im not interested in redoing the player models anyway but converting to the md3 type is no big deal, so yea i could put tanks/planes/vehicles or whatever in a map. looking into some tutorials on how to make them work
here is the link to what i been looking at http://www.pythononline.co.uk/et/tutorial.htm
this is the type of tank i have in mind 
the tutorial has a nice description and map file on how the tank works, looks to be somewhere around like 500 - 600 polygons which is very low and is in 4 parts, however i don't see the mg on it, take me like an hour to model a tank of that low poly count, 3 hours to texture it ill post it when its done lol
Edited by GlasShadow on 07-01-2009 19:56 |
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RE: Making wolf et maps |
GlasShadow
Member

Posts: 248
Location: US
Joined: 01.06.08 |
| Posted on 07-01-2009 22:57 |
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have a little work to do on some of the smaller bits but its sitting at like 400 polys right now not too shabby |
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RE: Making wolf et maps |
GlasShadow
Member

Posts: 248
Location: US
Joined: 01.06.08 |
| Posted on 08-01-2009 00:48 |
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pretty much done with my tank lol
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RE: Making wolf et maps |
rabb 1337
Member
Posts: 1337
Location: US
Joined: 18.09.07 |
| Posted on 08-01-2009 16:05 |
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Have you even tried to use GTKRadiant yet?
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RE: Making wolf et maps |
Jambi
Member

Posts: 790
Location: IM
Joined: 10.04.08 |
| Posted on 08-01-2009 17:28 |
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wEst wrote:
Btw, you should try finishing rAbb's map, though. You would success i bet.
SLAP!!! Take that rAbb! 
Jambi
Vicarious
Stinkfist
Sober
The Pot |
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RE: Making wolf et maps |
rabb 1337
Member
Posts: 1337
Location: US
Joined: 18.09.07 |
| Posted on 08-01-2009 18:02 |
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Who says I'm not working on my map?

Edited by rabb 1337 on 08-01-2009 18:05 |
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RE: Making wolf et maps |
HoBo
Member

Posts: 1002
Joined: 12.08.07 |
| Posted on 08-01-2009 18:18 |
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It looks like a tank.... but not like the 76mm Sherman.

Edited by HoBo on 08-01-2009 18:21 |
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RE: Making wolf et maps |
GlasShadow
Member

Posts: 248
Location: US
Joined: 01.06.08 |
| Posted on 08-01-2009 19:21 |
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lol @ hobo the picture im using as reference is slightly different then the one i posted above

this is much closer which is a M4A4 , i like the two rectangular bulges, also after playing with my model some ive deleted some of the polys for the hatches and made the gun a lower poly count, id like it to have more detailed track struts then the panther does, as i feel this is a much more visible part of the tank, but the low poly tracks are 38 polys apiece and the higher detailed ones will be around 300 each which will make it just under a 1000 polys total when i get the changes done that i have to make, besides if i wanted it to look exactly like the real tank would take a much higher poly count and the more polys the bigger the fps hit.
As to your question Rabb ive never used radient before but i ran through a tutorial on how to make a simple room and didnt seem to hard, i plan to investigate it more in the next couple of days , like i said too i would be willing to help on a map project already in the works or whatever ... lol
Edited by GlasShadow on 08-01-2009 19:25 |
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RE: Making wolf et maps |
HoBo
Member

Posts: 1002
Joined: 12.08.07 |
| Posted on 08-01-2009 19:49 |
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Still looks more like a Tetrarch to me. Just has a bigger hull. Might as well make it look like the real thing. Make that, then I'll be impressed.
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RE: Making wolf et maps |
GlasShadow
Member

Posts: 248
Location: US
Joined: 01.06.08 |
| Posted on 09-01-2009 00:27 |
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thats about as much modeling on it that i care to do right now, i dont want to spend the time to texture it unless i can get it to work in a map, the tutorial i posted has a good section on tanks and i think i can just rename the model and pull the old switcheroo! lol any way notice how much better it looks now and hobo i looked up the tank u mentioned, it looks more like a Sherman than that pos toy tank lol any all tanks look similar, any way there is the matter of scale and orientation, unless i want an upside down tank, hopefully i can find some info on the net, poly wise its at 1163, which is still less then a player model which i believe is 1500 to 2000 somewhere in that ball park but almost half of that is the tracks which are 299 each or 598 togather,
Edited by GlasShadow on 09-01-2009 00:34 |
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RE: Making wolf et maps |
GlasShadow
Member

Posts: 248
Location: US
Joined: 01.06.08 |
| Posted on 09-01-2009 04:53 |
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Bummer i just found a complete sherman done for wolf et already , but i might still use mine lol |
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RE: Making wolf et maps |
ali 1337
Member
Posts: 1337
Joined: 03.10.07 |
| Posted on 09-01-2009 08:25 |
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saying somethings easy before u have even done it rarely turns out to be a wise thing to say. also comparing making a full map to a box with simple textures in it isnt that smart 
oh and making tanks/setting the path for them to move along is a bitch

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RE: Making wolf et maps |
rabb 1337
Member
Posts: 1337
Location: US
Joined: 18.09.07 |
| Posted on 09-01-2009 14:45 |
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Poor ali and his frusteration with tank paths.
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RE: Making wolf et maps |
HoBo
Member

Posts: 1002
Joined: 12.08.07 |
| Posted on 09-01-2009 16:02 |
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Thats better, Glass. Still not impressed though.
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