User:Haydon: Difference between revisions
(Hammertime!) |
No edit summary |
||
Line 1: | Line 1: | ||
'''4.16.08:''' | == '''4.16.08:''' == | ||
I've started playing around with the editor over the last two months. Given my experience with WorldCraft and UnrealED, I knew I understood the basics, but had a lot to learn with Hammer; different engine, different nuances... | I've started playing around with the editor over the last two months. Given my experience with WorldCraft and UnrealED, I knew I understood the basics, but had a lot to learn with Hammer; different engine, different nuances... | ||
Line 12: | Line 11: | ||
4.17.08: | == '''4.17.08:''' == | ||
I've since stopped beating my head against the wall with my area portal issues and moved on to playing around with the entity I/O system. | I've since stopped beating my head against the wall with my area portal issues and moved on to playing around with the entity I/O system. | ||
With remarkable ease, I managed to contrive a framework for an assault style map. I'm envisioning something along the lines of a bank-heist or fortress assault with multiple objectives (destroy this wall to gain access, then open this door, then...). | With remarkable ease, I managed to contrive a framework for an assault style map. I'm envisioning something along the lines of a bank-heist or fortress assault with multiple objectives (destroy this wall to gain access, then open this door, then...). The entire objective set can be set to be non-skippable and sequential; the 'attacking' team would be forced to hit objectives in a predefined order within a set time limit. | ||
This will be my new project and I (hopefully) will be updating regularly! | This will be my new project and I (hopefully) will be updating regularly! |
Revision as of 21:37, 16 April 2008
4.16.08:
I've started playing around with the editor over the last two months. Given my experience with WorldCraft and UnrealED, I knew I understood the basics, but had a lot to learn with Hammer; different engine, different nuances...
So far, my initial level has grown organically. "Let's see how this works and what I can do with it", and it's gone from there. At this point, I don't think this is a great level, but it is one that I cut my teeth on and would like to see published.
It's a small map, 4 control points. Several areas break apart the map, but I am running into a critical issue...
I've spent a lot of time consolidating brushes to decrease poly count and face complexity, and I am at a point where I am sealing the level off into areas for performance gains. However, despite the identical nature of their construction, some area portals insist on displaying the effect of a nodraw texture while some appear to work perfectly fine! All suspect portals have been recreated many times, tied to triggers/doors in multiple, creative ways. I've even copied working portals and moved them to replace the non-working instances, but no luck.
It would be a shame to have to abandon this map based on the whims of the engine to break areaportals, any suggestions?
4.17.08:
I've since stopped beating my head against the wall with my area portal issues and moved on to playing around with the entity I/O system.
With remarkable ease, I managed to contrive a framework for an assault style map. I'm envisioning something along the lines of a bank-heist or fortress assault with multiple objectives (destroy this wall to gain access, then open this door, then...). The entire objective set can be set to be non-skippable and sequential; the 'attacking' team would be forced to hit objectives in a predefined order within a set time limit.
This will be my new project and I (hopefully) will be updating regularly!