It's time for the first assignment(s) that take place outside of hammer! Nowadays, as a level designer it's more important than ever to have modeling skills, even if just for creating placeholder meshes or simple details. Learning the ability to make a model and putting it in your map is very worthwhile, if you already know how to make models, use this opportunity to practice working against a deadline!
To participate in this assignment, all you need to do is create a prop for TF2 (or more, up to a maximum of 5 meshes). I hope a lot of people who have previously put off the idea of modeling to take a stab at this assignment, submitting only 1 working model is completely acceptable and it will be a great time to learn together with everyone else.
All your submitted models should all be compiled, textured and fully functional.
At the end of this assignment, all the submitted props will be available for public download.
Ask questions, both in our steamchat and on the forums if you need help! I'm sure people have tips and tricks to share too.
- A week to complete the task. 168 hours to be exact[Link to countdown clock] [List of local times that correspond to 21:00pm UTC]
UTC: 21:00 pm (Saturday 6th)
BST/UK: 22:00 pm (Saturday 6th)
CEST: 23:00 pm (Saturday 6th)
EST: 17:00 pm (Saturday 6th)
Central: 16:00 pm (Saturday 6th)
PST: 14:00 pm (Saturday 6th) - No collaborations
- Maximum of 5 props.
- Polycount is unlimited.
- Mesh size is limited:
Maximum of 2048x2048x2048 hammer units.There is no minimum, but I will destroy submissions that are purposefully shrunk down or otherwise just created to annoy me. However, small props are allowed and a example that would be accepted is the "models/props_2fort/nail001.mdl" prop. A tiny 4 polygon pebble would not be. - Texture size is limited to a maximum of 2048x2048 pixels. (Keep your texture size reasonable, these props will be up for public download, don't go for the highest resolution just because).
- Each prop in your pack may have it's own individual theme. Likewise you can have all the props in your pack be of the same theme if you so please.
- Compile your props to any folder beginning it's name with "props_"
Use the already existing folders provided by VALVe where possible (ex. props_farm, props_trainyard). If you have very unique props, place them in custom folder with a descriptive name (ex. props_space, props_aztec).If you are still at a loss for what to do, compile your props to a folder named props_customYour material files need to be placed in a folder with the same name as the one you compiled the model files to.This may be confusing, but here is an example:
Code:If you compiled with the following in your qc: $modelname "[COLOR="Orange"]props_farm[/COLOR]/example001.mdl" You must have your materials in $cdmaterials "\models\[COLOR="Orange"]props_farm[/COLOR]\"
- Don't forget Collision meshes and LoD models where they are needed.
- You may create props that re-use stock/VALVe materials. All meshes must be made by yourself though (you may not import meshes).
How to submit your work:
- Compile your models according to the rules. Package up both models and materials in a archive (zip, rar, 7z).
- No screenshot is required, I will handle this myself.
- Send me (Ravidge) a forum PM with a link to your archive. If you feel like it, put "AF #3 submission" in the PM title, would make it much easier for me.
A voting thread will be opened once I've gone through the entries.
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