Using Source 2 to build for Source 1.its very simple; the basics are tf2 hammer and source2 hammer, everything is build in 256 unit blocks in tf2 hammer, in this case it really does not have anything to do with the prop creation, since units in source2 is the same as tf2 hammer, source 2 hammer is free and comes with destinations or dota2, it does not matter which you use,
source2 hammer is a very intuitive mesh builder, very similar to maya etc, but superior in its ability to import vmf, which makes it ideal to create set piece props since it translates 1:1 into old hammer, if you are familiar with maya etc this might not be necessary since you can export ref geometry directly from hammer but I find source2 hammer to be way faster for doing easy things like what I've made, and if you are familiar with old hammer you will get up to speed easily,
when you have created the ref mesh (or final version) you export it as a fbx, since tf2 does not have ssao you probably want to bake it, I use mental ray in maya,
the best way to export props from maya is with the MESA shelf, which is free and super easy to install, some people prefer other applications, whatever 3d application that can import a fbx and export it to smd should work,
-create the geometry in source2
-export it as a fbx (or obj)
-import the file into a application that can export to smd
-fix the uvs
-update the pivot (to make sense, like in the corner of the mesh, make sure its snapped to grid)
-export to smd
I havent started texturing the models, but I will probably use quixel and photoshop, or just photoshop and a wacom, some people prefer other applications, you don't need to bake ao in maya - some prefer xnormal etc, or no ao at all,
all collision is also made in hammer, then you can easily alight it with the grid and keeping the complexity down, while saving yourself the joyful work of clipping a entire level, I was skeptical at first, but it seems to work pretty good,
overall this is a veeeeeery experimental workflow, but so far it seems decent, I get to spend more time in hammer and less time elsewhere, exporting models is boring, I found it good to make 'em in 5-10 batches,...then you never really get tired, but keep the motivation of testing them out in-game,
right now I got around 30 props which have taken me ~8 hours to make, but they are very simple and low poly, still need to fix some vertex faces, make the textures etc,
hope it helps,
bby it's back. I remember looking at this map and seeing how awful it was last year during the 72 hour contest.Done some small detailing on koth_waterock_72 about what I'm gonna do here
I just though to remove earlier spawnrooms and create new ones, because earlier spawnrooms was bad (Having only one door and also too dark) and they were placed too close to main capture point
About the main capture point I decided to remove that crane platform, cause it was destroying gameplay. And also I removed the water below the capture point and I gonna change the rooftop. Also on this building I gonna work a bit later
And that's how do map looks like now
Other things that I fixed on the map
Other stuff I gonna change on the map
- Lighting
- Skybox trees
- Removed visible nodraw
- Changed shadows from blue to gray
- Removed light entities on exit signs
- Some minor details
Also fix the train to don't make it move horizontally?
- Minor changes on the lighting
- Cubemaps
- Skybox pylon wires
- Change gamemode from koth to 3CP
- Alpha and Geometry coloring of the skybox terrain
- Probably gonna completely change the main capture point too
EDIT No.5: I wonder how much time I gonna edit this post
Please make a tutorial!its very simple; the basics are tf2 hammer and source2 hammer, everything is build in 256 unit blocks in tf2 hammer, in this case it really does not have anything to do with the prop creation, since units in source2 is the same as tf2 hammer, source 2 hammer is free and comes with destinations or dota2, it does not matter which you use,
source2 hammer is a very intuitive mesh builder, very similar to maya etc, but superior in its ability to import vmf, which makes it ideal to create set piece props since it translates 1:1 into old hammer, if you are familiar with maya etc this might not be necessary since you can export ref geometry directly from hammer but I find source2 hammer to be way faster for doing easy things like what I've made, and if you are familiar with old hammer you will get up to speed easily,
when you have created the ref mesh (or final version) you export it as a fbx, since tf2 does not have ssao you probably want to bake it, I use mental ray in maya,
the best way to export props from maya is with the MESA shelf, which is free and super easy to install, some people prefer other applications, whatever 3d application that can import a fbx and export it to smd should work,
-create the geometry in source2
-export it as a fbx (or obj)
-import the file into a application that can export to smd
-fix the uvs
-update the pivot (to make sense, like in the corner of the mesh, make sure its snapped to grid)
-export to smd
I havent started texturing the models, but I will probably use quixel and photoshop, or just photoshop and a wacom, some people prefer other applications, you don't need to bake ao in maya - some prefer xnormal etc, or no ao at all,
all collision is also made in hammer, then you can easily alight it with the grid and keeping the complexity down, while saving yourself the joyful work of clipping a entire level, I was skeptical at first, but it seems to work pretty good,
overall this is a veeeeeery experimental workflow, but so far it seems decent, I get to spend more time in hammer and less time elsewhere, exporting models is boring, I found it good to make 'em in 5-10 batches,...then you never really get tired, but keep the motivation of testing them out in-game,
right now I got around 30 props which have taken me ~8 hours to make, but they are very simple and low poly, still need to fix some vertex faces, make the textures etc,
hope it helps,
Using Source 2 to build for Source 1.
That's a new one.
You should make some sort of tutorial on it on this forum.
I don't even know how to launch Source2 Hammer without going through the Dota 2 SDK which launches the actual game in the background for some ungodly reason.
I found this image on the internet,
And now it is being converted
This is the project I'll probably push since it has some interesting geometries, unlike any other maps I worked on which have 0% deviation of height.
That looks exactly (not layout wise) what I posted 1.5 years when I joined TF2MSo how's this?
the fog is an interesting design to the feel and I like the lighting of the consoles in the first pic not bad on my standards!working on this for a while to help me get into the industry, i think it looks nice...and depressing...and misterios...
no it is not leaking.
Teach me... I can't detail...monday wip on a wednesday,
did a playtest of dewm the other night - thanks to everyone in the imp, after carefully analyzing the demo...I decided to do a few small updates:
added a second chance for all the players that fell in the death pit - now you get a second chance by trying to reach the teleporter in the middle; on a not-enough-narrow path, or you will slowly burn to death in the lava pit (if you manage to reach the goal you will be teleported back to your base)
the safest death-pit in the world (it doesnt look very cool now, but it will be pimped into something worthy of doom, I was thinking of making the narrow-path into a skeletal spine and the middle part will be the ribcage, an on each side of the room there would be a demonic skull looking down towards you, while lava is flowing down on both sides...tbd)
also started to work on the 3d skybox:
squint your eyes, blue n red tools texture indicates the outside are of each teams spawn, the map takes place in between; surface of mars, redish tints and blowing sand
this is the view from outside red spawn:
this is the view from outside blue spawn:
the plan is to break up the horizon silhouette with a few buildings and replace the soothing skybox with something more doomish doooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooom
also:
- added tonemap
- removed full health
- changed water texture
- clipped windows
dl a4 here
also preparing for a prop update:
tile c alternative wall, ventilation hatch top and light at hte bottom, middle part is some type of smothering insolation colored either red or blu, 2 x panels is 256 units
staircase_a, 256x256x128
tile _c floor and ceiling + fat floor wires, grate is brush and can be swapped with glass or metal texture
tile c_corner, grate and chicken fence are brushes, can be swapped with something else, wall ao needs to be rebaked without pipes - I think to looks way to dark and draws attention to something non relevant in the level, bottom pipes are also weirdly lit,
the hydraulic support system is essential to stabilizes the pressure changes in the garage, somebody told me it looked like a ribcage - dats true
this is the least played room in the map, players spawn on the far away platform, and will exit through a door on either side of the room, unless you are hiding as a looser you wont spend much time here, was hoping to glut in some extra polys and pimp it out with a decent surface-rover-vehicle and make the spawnroom more explorable
monday wip on a wednesday,
did a playtest of dewm the other night - thanks to everyone in the imp, after carefully analyzing the demo...I decided to do a few small updates:
added a second chance for all the players that fell in the death pit - now you get a second chance by trying to reach the teleporter in the middle; on a not-enough-narrow path, or you will slowly burn to death in the lava pit (if you manage to reach the goal you will be teleported back to your base)
the safest death-pit in the world (it doesnt look very cool now, but it will be pimped into something worthy of doom, I was thinking of making the narrow-path into a skeletal spine and the middle part will be the ribcage, an on each side of the room there would be a demonic skull looking down towards you, while lava is flowing down on both sides...tbd)
also started to work on the 3d skybox:
squint your eyes, blue n red tools texture indicates the outside are of each teams spawn, the map takes place in between; surface of mars, redish tints and blowing sand
this is the view from outside red spawn:
this is the view from outside blue spawn:
the plan is to break up the horizon silhouette with a few buildings and replace the soothing skybox with something more doomish doooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooom
also:
- added tonemap
- removed full health
- changed water texture
- clipped windows
dl a4 here
also preparing for a prop update:
tile c alternative wall, ventilation hatch top and light at hte bottom, middle part is some type of smothering insolation colored either red or blu, 2 x panels is 256 units
staircase_a, 256x256x128
tile _c floor and ceiling + fat floor wires, grate is brush and can be swapped with glass or metal texture
tile c_corner, grate and chicken fence are brushes, can be swapped with something else, wall ao needs to be rebaked without pipes - I think to looks way to dark and draws attention to something non relevant in the level, bottom pipes are also weirdly lit,
the hydraulic support system is essential to stabilizes the pressure changes in the garage, somebody told me it looked like a ribcage - dats true
this is the least played room in the map, players spawn on the far away platform, and will exit through a door on either side of the room, unless you are hiding as a looser you wont spend much time here, was hoping to glut in some extra polys and pimp it out with a decent surface-rover-vehicle and make the spawnroom more explorable