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von*ferret

Level Design Help Files

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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/

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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.

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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?

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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.

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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, ...)

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[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.

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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.

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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?

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