⌐■_■ Posted February 28, 2006 Report Share Posted February 28, 2006 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 Quote Link to comment Share on other sites More sharing options...
ReNo Posted February 28, 2006 Report Share Posted February 28, 2006 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. Quote Link to comment Share on other sites More sharing options...
Zacker Posted February 28, 2006 Report Share Posted February 28, 2006 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". Quote Link to comment Share on other sites More sharing options...
⌐■_■ Posted February 28, 2006 Author Report Share Posted February 28, 2006 This is as far as I get to modeling a tree... /frustrates:( Quote Link to comment Share on other sites More sharing options...
von*ferret Posted February 28, 2006 Report Share Posted February 28, 2006 Tree's are really hard to create effectively. Try something easier to learn off of, like a gun. Quote Link to comment Share on other sites More sharing options...
rockdude86 Posted February 28, 2006 Report Share Posted February 28, 2006 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.... Quote Link to comment Share on other sites More sharing options...
⌐■_■ Posted February 28, 2006 Author Report Share Posted February 28, 2006 Never heard of that method, got a tut? Quote Link to comment Share on other sites More sharing options...
rockdude86 Posted February 28, 2006 Report Share Posted February 28, 2006 http://developer.valvesoftware.com/wiki ... I_Mod_Tool Quote Link to comment Share on other sites More sharing options...
⌐■_■ Posted February 28, 2006 Author Report Share Posted February 28, 2006 awesome, thx. seems like a neat way to convert some of the displacement in some performance wise cheaper material Quote Link to comment Share on other sites More sharing options...
Belgarion Posted March 1, 2006 Report Share Posted March 1, 2006 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? Quote Link to comment Share on other sites More sharing options...
sensee Posted March 1, 2006 Report Share Posted March 1, 2006 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. Quote Link to comment Share on other sites More sharing options...
Defrag Posted March 1, 2006 Report Share Posted March 1, 2006 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. Quote Link to comment Share on other sites More sharing options...
Belgarion Posted March 1, 2006 Report Share Posted March 1, 2006 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. Quote Link to comment Share on other sites More sharing options...
RabidMonkey Posted March 9, 2006 Report Share Posted March 9, 2006 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. Quote Link to comment Share on other sites More sharing options...
dissonance Posted March 11, 2006 Report Share Posted March 11, 2006 This is as far as I get to modeling a tree... /frustrates:(Acid Arena: Source Quote Link to comment Share on other sites More sharing options...
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