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(Help) Proportions of props as part of the playable area.

  • resident91
  • November 3, 2015 at 6:21 PM
  • Praelium
    • November 14, 2015 at 5:58 AM
    • #21
    Quote from blackdog

    I agree that's confusing, I would expect some float numbers... but still the object in Blender is completely wrong! The cube in Hammer is as big as a the shoulder of the player model, what looks like a volume of about 20 or 30 cm^3, a 10m cube in Blender should encompass the same model at least 5 times. It's basically 1:50 scale ratio by the looks of it.

    What happens when you export from Blender to Hammer? Is the size scaled appropriately to the player?

    Wonder if conversion tools you use are rescaling the objects.

    Blender to Hammer keeps the same scale. For example, the player height is 73 Hammer units tall so a matching model would be 73 meters.

  • blackdog
    • November 14, 2015 at 10:01 PM
    • #22

    That's handy to know and can work flawlessly… it's not 1:1 scale to be precise though.

  • resident91
    • December 15, 2015 at 12:42 AM
    • #23

    The problems haunt me. ):

    This is my last model created for my map of counter strike.

    This is the view from Blender, here there seems to be no problem.

    [Blocked Image: http://i.imgur.com/T2N7oca.png?1]

    This is the view from the model viewer.

    [Blocked Image: http://i.imgur.com/2RrkVA0.png?1]

    In the bottom of the model the texture is applied to the faces inside, really would have to be applied outside, as you fix it so easy?

    I think the problem is caused by the UV map, I think it would have to turn it over like a pancake, hahaha. But, I do not know how to do it.

    Thank you!

  • jakuza
    • December 15, 2015 at 6:53 AM
    • #24

    Have you checked your normals? I've noticed Blender does not do backface culling by default, but Source does.

  • resident91
    • December 15, 2015 at 12:11 PM
    • #25
    Quote from jakuza

    Have you checked your normals? I've noticed Blender does not do backface culling by default, but Source does.

    Thanks for the help, did not know how to check normal, but it and found a way. Indeed this was the problem, the faces were inverted.
    Problem solved (:
    (Excuse me for my bad english)

  • leplubodeslapin
    • December 15, 2015 at 10:30 PM
    • #26

    Hey, sorry to answer lately. I've briefly read the answer, i'll just give you my method with blender.

    As someone said, i'm also using Crafty which can convert .vmf into .obj quite easily (create a new map, copy/paste near the origin what you want to take as a reference and save it as its own .vmf). The problem is that, as you said, the model isn't properly oriented. First, you have to make all the objects created by crafty into 1 object. Select all of them and press CTRL + J. If it doesn't work, deselect one and reselect by holding shift. Once it's all into a single object, enter in Edit mode (TAB), select everything (A) and rotate everything along X by an angle of 270° (R, X, 270, Enter). And then you should be alright, you can start working on this (in another object !! don't bother modifying this ugly mesh from crafty, it's just for reference).

    About the scaling, i don't really know what you tried to do because, by default, everything is at the same scale as hammer : 1 unit in blender = 1 unit in hammer. I haven't changed anything to a metric system or anything. The useful thing you should know about is the vertex coordinates, get into Edit mode and press N to get the right tools pannel. And on top you should have this :

    [Blocked Image: http://i.imgur.com/gQrtL27.png]

    It basically gives you the coordonates of stuff. You should really use this instead of the rule or i don't know what software. And by default, 1 unit here = 1 unit into hammer, you don't have to change the scale in the .qc

    I hope it helped, don't hesitate to ask other stuff

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