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Old 03-24-2008, 06:08 PM   #1
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Modeling for Hammer?

Ok so here is my dilemma I need to make a few models for my map...a chalkboard, a roof, and some lights.

I figure it can't be too difficult, but honestly I have no idea. So my ? is, is it tough to learn or will it take me a while (more then a week or two) to get it down or is it moderately difficult and worth my time to study and know?

Also if I were to go about learning this where should I start? Are there any good sites I can reference and / or tutorials I should look at?

What programs do I need...etc.

Any help is appreciated.
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Old 03-24-2008, 07:59 PM   #2
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i would start by working with XSI, valve used it, and it's designed for use with Source. the links are right in the SDK. it takes time to learn it, like Hammer. BTW, im pretty sure there's some chalk Board models out there
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Old 03-24-2008, 08:00 PM   #3
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Doesn't TF2 have a chalkboard? Steal it, reskin it
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Old 03-24-2008, 08:45 PM   #4
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yeah but chalkboard isn't the only thing I'm looking for...I mean if I don't have to model it sweet...don't really need to learn something new now, cause I get all A.D.D. with shit I do online anyway!

But I also need a ceiling similar to this(click) or this(click) with relatively the same lighting fixtures (another model?).

Also I have to admit that I haven't really looked at the models already there so this might be in vain...I'll look tonight (if I get time to map) and see what I can't dig up.
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Old 03-24-2008, 08:51 PM   #5
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you're in luck. theirs some like that already in HL2. if your PoS Model viewer isnt broken (in Hammer, not the program) search light, and look around. It's like called Industrial Bell or something. I used it in my project extensivly.
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Old 03-24-2008, 09:36 PM   #6
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any idea if there is something like that roof?
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Old 03-24-2008, 09:40 PM   #7
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not a model im pretty sure, but it's very possible with lots of time and effort. at least time. create it using brushes, duh! just make sure they are all func_details or else your optimization would go out the window
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Old 03-24-2008, 10:06 PM   #8
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Quote:
Originally Posted by greenday5494
not a model im pretty sure, but it's very possible with lots of time and effort. at least time. create it using brushes, duh! just make sure they are all func_details or else your optimization would go out the window
yeah everything is going to end up func_details that can...but I thought about this already and think a model would be better then brushes...first off although I don't think I would hit it, there is a brush limit, I would still have to make a texture for it which wouldn't look as realistic as a model, and it will take forever!
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Old 03-24-2008, 10:28 PM   #9
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If you just want to make static props (I think you do) It's pretty simple. You just need a modelling program that can export to .smd. Try Milkshape 3D. I tried it out years ago and it was easy to learn. http://chumbalum.swissquake.ch/ms3d/index.html

There are more powerful programs like 3dsmax or maya or xsi but the first time you open them you will see a million options and buttons and you'll probably feel like closing it again. Whatever program you use there should be lessons on how to use it included or on the web.

The only things you need to know that are HL2 specific are how to compile the model (and what to pu tin a .qc file) and how to do a collision mesh. Use tutorials out there or just ask me. i like explaining stuff
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Old 03-24-2008, 10:31 PM   #10
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yeah I have a copy of 3DSM 9 on my computer, but it won't open for some reason...

But cool as long as it's not super hard to learn I'm alright doing it...just don't wanna take like 3mo to do it and never release my map...

Maybe I can learn and finish up my other project while the concmap gets put on hold.
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Old 03-25-2008, 12:57 AM   #11
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Dont use a model for that, use alphamapped (transparent) textures. 1-4 unit thick brush with the material on both side and a generic metal texture on the edges. There's already some in HL2, search the materials for "truss"
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Old 03-25-2008, 04:57 AM   #12
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Quote:
Originally Posted by Mr. Happy
Dont use a model for that, use alphamapped (transparent) textures. 1-4 unit thick brush with the material on both side and a generic metal texture on the edges. There's already some in HL2, search the materials for "truss"
dude yes that is exactly what I was looking for! Thank you!
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