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blender

  • mabufo
  • March 31, 2007 at 2:40 AM
  • mabufo
    • March 31, 2007 at 2:40 AM
    • #1

    The last I heard, Blender was not able to work with the source engine. Has this changed? I've not been able to find out.

  • hessi
    • March 31, 2007 at 9:17 AM
    • #2

    who ever told this was a stupid loser. of course you can work with blender and export to the source engine. maybe milkshape has to be set inbetween the exporting pipeline. didnt work with blender for a while.

  • leileilol
    • March 31, 2007 at 11:36 AM
    • #3

    everyones a lazy ass about writing smd scripts for blender though either due to three factors:

    - don't own half-life 2

    - don't want half-life 2 for political reasons of the company's ethics or steam

    - linux user only

    Some even try to write scripts with one of these factors in mind even. Kinda rediculous if you don't test with the game you're making it for.

  • Sindwiller
    • March 31, 2007 at 12:26 PM
    • #4

    Like lei-lei stated, there aren't any SMD exporter scripts for Blender afaik. But, as hessi said, it is possible to use Blender in the Source engine by importing your stuff withing Milkshape or XSI Modtool.

  • mabufo
    • March 31, 2007 at 10:32 PM
    • #5

    Yeah I'm interested in learning to make props for my maps. I think it's about time I kicked it up a notch, so I decided to try and learn. I've just started with blender this morning, and I'd like to think that I'm doing alright so far.

    I do have a question though - scale. How can I be sure my model won't be flippin gigantic when I try to get it into source? Will I need to export some sort of hammer brush to get the scale correct?

    EDIT, another question: Where do people learn to texture their models? I've been looking at some lower poly stuff and have been quite taken aback. Do modelers usually have a strong 2d art background? It certainly seems like most of them do with the crazy awesome texturing work I've been looking at.

  • mjens
    • April 1, 2007 at 9:01 AM
    • #6
    Quote from mabufo

    I do have a question though - scale. How can I be sure my model won't be flippin gigantic when I try to get it into source? Will I need to export some sort of hammer brush to get the scale correct?

    check width/height of info_player_start box in editor (in px) and make that box with that measures in blender and put it near your model. you can see now how big your model is - this is one of the easiest way to check scale

  • hessi
    • April 1, 2007 at 10:07 AM
    • #7

    well, for the 1001st time:

    a unit is a unit. 3d geometry is saved only as an integer/float value. there is no cm, mm, inch, foot or anything else.

    result: 1 unit in blender equals 1 unit in hammer/ued/bf2/any-other-game

    a player is like 80 units high (eye position around 72)

  • Warby
    • April 1, 2007 at 10:36 AM
    • #8

    listen to that man he knows what hes talking about !!!

    i bet all this hysteria about scale comes form 3d studio max where you can setup how many units is a cm or meter or inch and shit like that

    imperial system for the lose

    metric system for the lose

    universal UNITS for the win

  • mjens
    • April 1, 2007 at 11:47 AM
    • #9

    px = units

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