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Level Design Help Files

  • von*ferret
  • December 13, 2005 at 8:01 AM
  • AtsEst
    • August 16, 2012 at 7:11 PM
    • #61
    Quote from RedYager

    Guys I'd like to ask a question here rather than start a new thread. What are you views on 'copying' vs 'Inspired' from a level design point of view?

    I'm not talking Zynga copying (that's just overkill). I'm talking rough layouts and perhaps settings or locations levels take place. For example I want to start a new small level design project. I'm no environment artist, So I often look to existing concept art or existing games for a setting or style. I like the design and architecture of the Citadel in Mass Effect, yet when I start looking at images, I feel like I'm just 'copying' what I see in both layout and visual terms, sometimes without realising it.

    The positive response to Jean Pauls new TF2 map based on Avalanche has got me thinking how many other level designers do this. Do you believe this is evidence of lack of imagination or skill within a level designer, or is actually showing their ability to use others work to influence their own for a better result, thus showing skill?

    Are these feelings of 'copying' actually inspiration?

    Cheers

    Says everything and more what I'd try to say better than I ever could:

    I recommend watching all of the parts: http://www.everythingisaremix.info/watch-the-series/

  • RedYager
    • August 17, 2012 at 6:09 PM
    • #62

    Thanks for sharing your thoughts

    That video was very interesting, watching the rest.

    Cheers

  • insta
    • August 20, 2012 at 7:17 AM
    • #63

    Try making a level based on the Mass Effect citadel inspiration pictures, whatever finished level you end up with will look radically different, since you add your own ideas and tweak things to your liking. Something something concept something something execution something something.

  • cityy
    • August 26, 2012 at 4:43 PM
    • #64
    Quote from AtsEst

    I recommend watching all of the parts: http://www.everythingisaremix.info/watch-the-series/

    Fuck, part 2. Mind = blown.

    Edit: Part 3 was impressive.

  • RaVaGe
    • December 27, 2012 at 3:32 PM
    • #65

    http://industrialdecay.blogspot.be/

    I'm just throwing this here, if you love the industrial decay like me, it's a huge source of inspiration, check this !

  • RedYager
    • December 27, 2012 at 5:51 PM
    • #66

    I share your fetish, thank you

  • Froyok
    • December 27, 2012 at 5:55 PM
    • #67
    Quote from RaVaGe

    http://industrialdecay.blogspot.be/

    I'm just throwing this here, if you love the industrial decay like me, it's a huge source of inspiration, check this !

    Superb !

    I'm sharing it too !

  • mjens
    • December 27, 2012 at 10:30 PM
    • #68

    Got some more, most form MapCore guys:

    Buildings, abandoned stuff:

    Industrial Photography Archive

    Forbidden Places

    Great Building Collection

    Zahkunst

    WebUrbanist

    UrbExp

    SleepCity

    Opacity

    Industrie Kultur Fotografie

    Dubtown

    Dereliction Addiction

    Decay


    Landscape:

    EarthPorn

    Design:

    TheCoolist

    Random Stuff:

    English Russia

    BigPicture

    Shorpy

    There was a reference topic, am I right?

  • text_fish
    • October 7, 2013 at 8:20 PM
    • #69

    Hullo! Long time listener, first time caller here. Hope I'm posting in the right spot.

    Can anybody recommend a good tutorial for importing new props in to CS:GO from Blender? I've been modelling for some time so I've got that down, but I can't find an up to date tutorial on going from Blender to Source -- they all seem to rely on outdated/problematic third party tools or they're written for ancient source games.


    Cheers.

  • -HP-
    • October 7, 2013 at 8:27 PM
    • #70
    Quote from text_fish

    Hullo! Long time listener, first time caller here. Hope I'm posting in the right spot.

    Can anybody recommend a good tutorial for importing new props in to CS:GO from Blender? I've been modelling for some time so I've got that down, but I can't find an up to date tutorial on going from Blender to Source -- they all seem to rely on outdated/problematic third party tools or they're written for ancient source games.


    Cheers.


    Just give up on blender and learn a 3D package that people actually use in production. (Maya, 3DsMax, Modo, ...)

  • Squad
    • October 7, 2013 at 8:27 PM
    • #71

    I'm not familiar with Blender, but the Valve wiki mentions something about Blender SMD Tools. Did you give that a try?

  • text_fish
    • October 7, 2013 at 8:35 PM
    • #72

    [HP], Blender isn't the issue here, but thanks for the input.

    Squad, I've got the SMD Tools and followed the instructions to export the necessary source files. I guess my issue is with how to then compile the model in to Source. Commandline tools like StudioMDL knock my confidence, and the graphical alternatives seem to be fixed up for older source games with different directory structures.

    Thanks for the ideas, but I guess I'll just continue to watch video tutes until I find one that clicks with my brain.

  • Squad
    • October 7, 2013 at 11:24 PM
    • #73

    As long as you can export to smd files, you should be allright. I'm a rookie at this still, but StudioCompiler has worked fine for me. It took some time to figure out everything, but once you get the hang of it, it should all work out.

  • text_fish
    • October 8, 2013 at 8:59 PM
    • #74

    Thanks Squad, I gave that another go and managed to get the mesh in game, still got some issues with the material though. Does StudioCompiler ever give you an "Unable to Create TGA File" error when you do the material compile?

  • Squad
    • October 9, 2013 at 8:29 AM
    • #75

    StudioCompiler doesn't create any folders when compiling, so you have to make sure all the paths are already made in advance.

  • text_fish
    • October 11, 2013 at 1:20 PM
    • #76

    I figured out that the material problem went back to Blender afterall. I'd missed a checkbox that overrides the Blender material name so the SMD was looking for a nonexistent material! StudioCompiler still comes up with the above error but it's just as easy (and probably more flexible) to use VTFEdit for that bit anyway.


    Thanks for the help Squad.

  • text_fish
    • January 8, 2014 at 1:18 PM
    • #77

    Apologies for making this discussion about modelling as opposed to level design again, but I'm running in to a brand new problem making props for CS:GO. It's best illustrated with a video and some hot music:


    http://www.youtube.com/watch?v=_TmEPiYJ2IE


    As you can see, the lighting of this prop has gone a bit mental as it falls in to almost complete shadow at a certain distance. This occurs in Model Viewer (shown) as well as Hammer and in-game. I've tried reducing the VMF to its most basic elements (no spec, bump, etc.) to no avail. There we no unusual errors when I compiled the QC (I pretty much always see the following warning, but up until recently have experienced no repercussions):


    Quote

    WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!


    Has anybody else had this problem before, or have any ideas what I'm missing?


    Cheers.

  • Squad
    • January 8, 2014 at 4:03 PM
    • #78

    Could you post the contents of the vmt file for the material?

  • text_fish
    • January 8, 2014 at 4:18 PM
    • #79

    Gladly. Thanks for taking a look Squad:


    Quote

    "VertexlitGeneric"

    {"$basetexture" "models/textfish/freezer_door""$surfaceprop" "Metal""$envmap" "env_cubemap""$envmapmask" "models/textfish/freezer_door_spec"}


    I've tried with and without the specular stuff and with the default surface prop but the problem persists. Don't think there's anything else I can change.

  • Squad
    • January 8, 2014 at 5:35 PM
    • #80

    Not sure, but try adding $model "1" and see if that fixes anything.

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