laminutederire Posted November 11, 2015 Report Posted November 11, 2015 Sorry, how can this be? I've reported what I found on the Valve Documentation... and as they are American it makes sense to my European mind."The Source Engine 'game unit' corresponds to the Grid Unit in Hammer and XSI editors. The Scale used for Source game maps and models is based on the Imperial Foot so Metric measurements do not translate easily"If it really is Metric I'd be much happier of course no conversion needed. But means the wiki is wrong.How hard is it forthem to use the metric system like everyone else? Quote
resident91 Posted November 11, 2015 Author Report Posted November 11, 2015 Sorry, how can this be? I've reported what I found on the Valve Documentation... and as they are American it makes sense to my European mind."The Source Engine 'game unit' corresponds to the Grid Unit in Hammer and XSI editors. The Scale used for Source game maps and models is based on the Imperial Foot so Metric measurements do not translate easily"If it really is Metric I'd be much happier of course no conversion needed. But means the wiki is wrong.I'm starting to make a mess with all this, hahaha. Because creating a cube 10x10 Source Object Viewer to export with Blender gives me 10x10 meters?Sorry for my English. Cube created with source. 10x10 Exporting with Object Viewer. Result in Blender with enclosed measures. 10x10m. Quote
blackdog Posted November 11, 2015 Report Posted November 11, 2015 (edited) 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. Edited November 11, 2015 by blackdog resident91 1 Quote
resident91 Posted November 12, 2015 Author Report Posted November 12, 2015 A year ago it was not trying to export a model of Blender to Source and not going on.What am I doing wrong?First I created a bucket and blender and exported in a desktop folder called "escala". By having the main i the physical model and moved to the C:\Program Files (x86) \ Steam \ steamapps \ common \ Counter-Strike Global Offensive \ csgo \ models \ props_map Folder where you want to put all compiled props. And then created and the qc file. Crowbar to try to compile the program does nothing.And GUIStudioMDL crash ...Thank you for your help! Quote
resident91 Posted November 12, 2015 Author Report Posted November 12, 2015 (edited) A year ago it was not trying to export a model of Blender to Source and not going on.What am I doing wrong?First I created a bucket and blender and exported in a desktop folder called "escala". By having the main i the physical model and moved to the C:\Program Files (x86) \ Steam \ steamapps \ common \ Counter-Strike Global Offensive \ csgo \ models \ props_map Folder where you want to put all compiled props. And then created and the qc file. Crowbar to try to compile the program does nothing. And GUIStudioMDL crash ...Thank you for your help! I found the solution.I was not doing anything wrong .... Avast was damn that I was interrupting compilation. While I was showering I got the idea of trying to compile disabling the antivirus, and it works!You know of some other recommended antivirus? Edited November 12, 2015 by aprats Quote
Praelium Posted November 14, 2015 Report Posted November 14, 2015 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. Harry Godden 1 Quote
blackdog Posted November 14, 2015 Report Posted November 14, 2015 That's handy to know and can work flawlessly… it's not 1:1 scale to be precise though. Quote
resident91 Posted December 15, 2015 Author Report Posted December 15, 2015 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.This is the view from the model viewer.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! Quote
jakuza Posted December 15, 2015 Report Posted December 15, 2015 Have you checked your normals? I've noticed Blender does not do backface culling by default, but Source does. resident91 1 Quote
resident91 Posted December 15, 2015 Author Report Posted December 15, 2015 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) jakuza 1 Quote
leplubodeslapin Posted December 15, 2015 Report Posted December 15, 2015 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 :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 .qcI hope it helped, don't hesitate to ask other stuff Quote
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