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mabufo
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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.

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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.

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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 :)

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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)

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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 :D

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      Two new asset releases!

      First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.


      https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0

      Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.


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