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Valve Hammer Editor: time lapse map build

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Uploaded by on Apr 1, 2007

A time lapse map build in VHE... about 3 hours work.

update. thanks for all the positive comments. Think i'll do another one of these sometime, in fact i have a 1,700 frame one (this is just over 600) from around the same time i made this one, just haven't gotten round to putting it all together.

note that this is using the old hammer editor, i.e. not for hl2. dosen't work so smoothly on my pc.

A time lapse map build in VHE... about 3 hours work.


song is moby - in my heart

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Film & Animation

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Top Comments

  • carving works if you know what you are doing

  • You detail like a god, but I saw you carving >:(

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All Comments (436)

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  • fucking hell you're the best man :D it is awesome

  • ok. thats komplete maps. But i dont how to make start time button, and when i finish maps see time ? How to make?

  • @Magnemitey I understand this was posted a year ago so you probably got the answer a long time ago. Im posting this for other people. Carving is a bad idea ONLY IF carving shapes that ARENT squares/rectangles. This is because if trying to carve something irregular, hammer will create some pretty preformance-heavy polygonal clips.

  • 1:04 how did you do that??

  • love ure map :) i`m thinking if u still have it :))(rmf) :)

  • @MrSplademan

    brush shouldn't even be used at all I think. I would rather build everything in Google Sketchup or something. You can't create the organic shapes you need with brushes. But Source engine has the most terrible  lighting on models. So your kinda stuck with using it for a majority of the stuff..

  • I don't see the difference by proper carving and using the clipping tool. Except carving may sometimes create broken brushes when carving a complex brush. AND it may apply the carving brush's texture to the others. But I still use clipping, it's faster and easier, once you can handle it.

  • @TakeBackTheWorld

    Also there is a reason for this, apart from the fact it makes maps look very dated "90s style map design", but it also adds unnecessary rendered geometry that will eat up graphics ram and make the map require more processing power then is really needed. Remember maps have to be built to run on computers which can only handle the min settings of a game. Having a single static mesh for complex geometry means when you turn away from it, it turns on and off.

  • easiest way to fix the so called "too much geometry" rubbish alternate to ungrouping it and having weirdly shaped brushes is to export it as 3d geometry to a 3d engine, touch it up (remove surfaces the player wont see), then re-import it as a static mesh as a prop_detail. Then just surround the whole thing with a clip texture or a nodraw depending on functionality and situation. But that is the "elitest" way of doing things, mainly because building entirely from brushes makes a map look dated.

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