Does anyone have a tutorial explaining how to make maps in hammer using mostly props instead of brushes? note that I'm a total noob in mapping but I know how to port things to source.
You'd have to make sure that there aren't any leaks. It's pretty straight forward. One way you could do this is just have a box around the map, but performance wise, it'd be really bad. Another way is have just have brushes behind the props in order to seal any leaks. Unreal uses mostly props(though they are referred to as static-meshes) and uses that fashion.
For lighting, make sure you have "-staticproplighting -staticproppolys" in your vrad compile settings, otherwise it will look like shit. If they still come out dark, and this is an outdoor map, consider raising the brightness of the ambient lighting color in the light_environment.
This might help you [url]https://developer.valvesoftware.com/wiki/Propper[/url]
Depends on what 3d software package you're using.
I'm using Autodesk 3ds Max 2012 and Wallworm tools, they do a tremendous job transferring props with special animation on it into Source SDK. (Unfortunately, no Hierachy riggings!:suicide:)
[QUOTE=Knoxed;47054292]This might help you [url]https://developer.valvesoftware.com/wiki/Propper[/url][/QUOTE]
I thought Propper was broken?
What do you mean? It should be relatively straight forward if you have a program like blender.
[QUOTE=Knoxed;47054292]This might help you [url]https://developer.valvesoftware.com/wiki/Propper[/url][/QUOTE]
wouldn't that be the opposite?
He wants to make maps out of models instead of brushes, not make models using hammer.
[QUOTE=bigbadbarron;47071895]wouldn't that be the opposite?
He wants to make maps out of models instead of brushes, not make models using hammer.[/QUOTE]
Just look at TI as an example of what happens when you make your maps out of props and don't take VVIS into consideration.
I'm glad there is someone else who is also trying to do this too.
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