Serberuss Posted June 15, 2015 Report Posted June 15, 2015 (edited) Hello, first post on this forum so I hope I'm in the right place.I've venturing into the realms of custom props for the first time in Source and I just have a few questions about it since I've not done it before. From initial trial yesterday it seemed kind of tricky but I almost managed it. Anyway what I'd like to know is:1. What is the recommended polygon count per prop in CS:GO? I got a model which was around 50k poly count and was told that is way too big for Source.2. Do you typically create your own models or do you get them from another resource? If you don't create your own models where do you like to get your models from?3. What's the process for packaging and deploying the models with your map? Are they built into the map or is there a specific directory that you have to follow when you release the map?4. Finally, possibly a bit of an odd question but, if the model doesn't use a texture file but instead uses a colour material (let's say black) will that colour be shown in Source since it doesn't have a texture file?Thanks in advance Edited June 15, 2015 by Serberuss Quote
LATTEH Posted June 15, 2015 Report Posted June 15, 2015 (edited) Hello, first post on this forum so I hope I'm in the right place.I've venturing into the realms of custom props for the first time in Source and I just have a few questions about it since I've not done it before. From initial trial yesterday it seemed kind of tricky but I almost managed it. Anyway what I'd like to know is:1. What is the recommended polygon count per prop in CS:GO? I got a model which was around 50k poly count and was told that is way too big for Source.2. Do you typically create your own models or do you get them from another resource? If you don't create your own models where do you like to get your models from?3. What's the process for packaging and deploying the models with your map? Are they built into the map or is there a specific directory that you have to follow when you release the map?4. Finally, possibly a bit of an odd question but, if the model doesn't use a texture file but instead uses a colour material (let's say black) will that colour be shown in Source since it doesn't have a texture file?Thanks in advance 1: Depends on the model. If its a vehicle then 50k is fine, but say its a window or sign or something no. 2: I create my own. I'm sure you can find other models from sites like Gamebanana. 3:For certain models I use hammer to kind of create the basic size i want from the model. Like lets say i need to create windows. I will either write down the dimensions (like 8 x 32 x 52) or send a prefab vmf to 3dsmax. Then I create the window with that size. When thats all done. i will export the model to several smd files (like Window_ref, Window_idle, Window_phys) typically inside that games SDK_content/modelsrc folder. 4: I've never done that I always have a model complete when i send it to source. Edited June 15, 2015 by LATTEH Quote
Serberuss Posted June 15, 2015 Author Report Posted June 15, 2015 Thanks for taking the time to reply. Looks like I really do have a model that's way too big, it's about 50k and it's just a railing lol. I'll find another use for it then I guess.I just have one other question: is it generally best to keep custom props and the like to a minimum if you can? As in is there such thing as too many custom models for players to have to download/extract or can you just go nuts and put in as much as you want as long as the engine can handle it? A lot of the time when building a map I feel like a lot of my maps feel too similar to existing CS maps and tend to think props are a big part of what makes the map unique, so I was just wondering what the general thought is on adding a lot of custom props vs using existing ones Quote
Vorontsov Posted June 17, 2015 Report Posted June 17, 2015 I'm not sure if that guy is trolling, 50k polys seems overkill for sourceThere isn't really any standard count you have to follow, if you're making something try making it as efficent and low poly while looking good as possible Quote
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