Developer Journal: Defrag
My frantic University period has ended, and most importantly, HAMMER WORKS NOW. Yes, you heard correctly. When the beta release was merged with the main sdk updates, I had some more troubles, but the latest steam update has fixed a crash I was having.
I've been working on bases again and removing the CS:S content I was using while replacing it (where possible) with FF stuff. The texture artists have generated a fair amount of stuff, so texturing our bases is now a lot more interesting. I've redone the balcony corridors for the 100th time and I'm still not happy with them, but they're looking better than before. I've been inspired by eat's progress on well (I'm sure he'll update you chaps at some point, so I'll leave him to tell you about it) amongst other things.
In addition to getting back on the mapping trail, I've been making some props in Max. The bases RR has some nice structural supports and fancy door decorations, but using BSP brushes just doesn't do the idea justice, so I'm making them into props. Once I've done another full detail pass on bases, I'll probably turn my attention to finishing up push. I've always said that the last 10% of mapping takes 50% of the time, and it's proving to be the case for a lot of FF maps. Hopefully we won't be too much longer as the coders (mirv specifically) have really been working up a storm lately.
Recently, I've been doing more documentation and overseeing stuff, but I'm just glad I now possess the tools that enable me to get back into the thick of it. Hammer has been kaput for a few months too long and its reparation comes not a second too soon. Curse you, Hammer editor. Bless you, Hammer editor. I could've told you that I had an even number of petals.
I'll update this journal in a week or so when I've done some more work.
Oh yeah, and the most important development of the last few weeks: I got my filthy hands on some Morrissey tickets. Oh how I love the very simple things of life.
View all developer journals I've been working on bases again and removing the CS:S content I was using while replacing it (where possible) with FF stuff. The texture artists have generated a fair amount of stuff, so texturing our bases is now a lot more interesting. I've redone the balcony corridors for the 100th time and I'm still not happy with them, but they're looking better than before. I've been inspired by eat's progress on well (I'm sure he'll update you chaps at some point, so I'll leave him to tell you about it) amongst other things.
In addition to getting back on the mapping trail, I've been making some props in Max. The bases RR has some nice structural supports and fancy door decorations, but using BSP brushes just doesn't do the idea justice, so I'm making them into props. Once I've done another full detail pass on bases, I'll probably turn my attention to finishing up push. I've always said that the last 10% of mapping takes 50% of the time, and it's proving to be the case for a lot of FF maps. Hopefully we won't be too much longer as the coders (mirv specifically) have really been working up a storm lately.
Recently, I've been doing more documentation and overseeing stuff, but I'm just glad I now possess the tools that enable me to get back into the thick of it. Hammer has been kaput for a few months too long and its reparation comes not a second too soon. Curse you, Hammer editor. Bless you, Hammer editor. I could've told you that I had an even number of petals.
I'll update this journal in a week or so when I've done some more work.
Oh yeah, and the most important development of the last few weeks: I got my filthy hands on some Morrissey tickets. Oh how I love the very simple things of life.