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Links to sites with HL2 model content

  • ⌐■_■
  • February 28, 2006 at 4:23 PM
  • ⌐■_■
    • February 28, 2006 at 4:23 PM
    • #1

    Hi,

    As a mapper, I find it awefully hard to find custom envoirement models for HL2. While there is a huge amount of sites who offer CS:S playermodels, HL2 deathmatch models and DOD:S custom playermodels, there's almost no site dedicated to envoirementmodels for HL2. I guess this has also to do with the relatively short time HL2 has been around, but I thought maybe one of you guys know a good site for HL2 custom envoirement models.

    And before anyone mentions: I don't know how to model myself and if I would have the time I'd certainly train myself. But I do not have the time, so making models mself is not an option. Unfortunatly.

    Greetings,

    tomato

  • ReNo
    • February 28, 2006 at 4:43 PM
    • #2

    Learning to use max or milkshape (and others, I'm sure) takes less time than you might think to reach a level at which you can knock out props, but it's the skinning that kills it for me. I don't know the first thing about texture creation, and without that, props aren't much use I too have had little success finding custom models for source, but to be honest I think it's down to there simply not being much. These days it all seems to be done with mods in mind, or if not then for specific maps (often with the prop modeller being the level designer too). I suggest raiding the GCFs of other mods, or downloading plenty of maps that use custom resources and asking permission to use them.

  • Zacker
    • February 28, 2006 at 4:59 PM
    • #3

    I really agree on the lack of custom content outside mods. For HL1 there were always plenty of wads and models to enchance your map.

    http://www.fpsbanana.com might be one of the sites where you at some point can find such stuff. At least the slogan is now "The FPS customization community".

  • ⌐■_■
    • February 28, 2006 at 5:38 PM
    • #4

    This is as far as I get to modeling a tree...

    [Blocked Image: http://img159.imageshack.us/img159/4486/tree6oj.jpg]

    /frustrates:(

  • von*ferret
    • February 28, 2006 at 5:45 PM
    • #5

    Tree's are really hard to create effectively. Try something easier to learn off of, like a gun.

  • rockdude86
    • February 28, 2006 at 7:55 PM
    • #6

    or you could just create your base model in hammer... export it.. open it up in your model editor of choice and finish it... saves tons of time and is lots easier... especially if you dont have REALLY good modeling skills....

  • ⌐■_■
    • February 28, 2006 at 8:42 PM
    • #7

    Never heard of that method, got a tut?

  • rockdude86
    • February 28, 2006 at 8:49 PM
    • #8

    http://developer.valvesoftware.com/wiki ... I_Mod_Tool

  • ⌐■_■
    • February 28, 2006 at 11:01 PM
    • #9

    awesome, thx.

    seems like a neat way to convert some of the displacement in some performance wise cheaper material

  • Belgarion
    • March 1, 2006 at 12:35 AM
    • #10

    would models actually be cheaper than displacements? i can throw oodles of displacements in my maps and it barely tics the fps counter... would displacements even export?

  • sensee
    • March 1, 2006 at 12:49 AM
    • #11
    Quote from Belgarion

    would models actually be cheaper than displacements? i can throw oodles of displacements in my maps and it barely tics the fps counter... would displacements even export?

    yes you can export them and yes models are somewhat cheaper, but the problem is the vertex lighting. you will get some odd lighting results and dynamic props (physics, npcs) won't cast a shadows on the ground.

  • Defrag
    • March 1, 2006 at 1:28 AM
    • #12

    Is there a better way to export from hammer -> max than using .dxf files? DXF is almost useless (faces inverted, each poly is a separate object unless you weld everything, which just causes the vertices to become even more erroneous in position in relation to the original .vmf geometry). Some kind of .map or .vmf import would be stellar.

  • Belgarion
    • March 1, 2006 at 2:11 AM
    • #13

    i found the dxf to be quite sufficient, but then my import was fairly simple. still, i didn't have a problem with missaligned verticies. it's deleting all those extra faces that is annoying at first.

  • RabidMonkey
    • March 9, 2006 at 8:55 PM
    • #14
    Quote from Defrag

    Is there a better way to export from hammer -> max than using .dxf files? DXF is almost useless (faces inverted, each poly is a separate object unless you weld everything, which just causes the vertices to become even more erroneous in position in relation to the original .vmf geometry). Some kind of .map or .vmf import would be stellar.

    What modelling program do you use?

    In Max it's quite easy to get DXF imports to work properly - You just need to flip all the normals on the imported objects and then collapse them into a single mesh, and you're good to go.

  • dissonance
    • March 11, 2006 at 5:52 AM
    • #15
    Quote from killertomato

    This is as far as I get to modeling a tree...[Blocked Image: http://img159.imageshack.us/img159/4486/tree6oj.jpg]

    /frustrates:(

    Acid Arena: Source

  • Nailed
    • March 31, 2006 at 9:21 AM
    • #16

    Here's a creepy tree in the same vein as the one above that I made a while back.

    [Blocked Image: http://img.photobucket.com/albums/v212/Nailed/treelit10.jpg]

  • ⌐■_■
    • March 31, 2006 at 12:02 PM
    • #17

    can I have it?

  • dissonance
    • March 31, 2006 at 12:07 PM
    • #18

    That /is/ creepy.

  • Rick_D
    • March 31, 2006 at 2:57 PM
    • #19

    What do you map for, tomato?

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