B
Buddikaman
Guest
Posted: Wed Oct 24, 2007 11:54 pm Post subject: Re-making Rock2, need help.
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Hello,
This is my first post i was hoping someone could help me out. Im attempting to remake the TFC map Rock2 for TF2, and am in the process of learning Hammer and TF2 mapping.
About the map:
So I want to really push beyond the standard custom maps ive seen for TF2, and give Rock2 the upgraded TF2 treatment it deserves, so its not an exact replica of Rock2, only the layout will be familiar. Im plan on adding alot of custom meshes into the level, new textures, ect ect., to give a fresh unique TF2 look.
-Alright so, the rocks in TF2 maps, were those made in Hammer, or brought in via 3d editor? The geometry is simple so i cant really figure it out.
-Were the static meshes(props) created for TF2 vertex baked, or does hammer cast those nice shadows when rendered? Any ideas on that?
-How intuitive is the props editor within hammer, such as scaling your static meshes within the editor to fit desired spaces?
Any tips appreciated!
Im coming from the unreal editor 3, were nearly everything except basic geometry is brought in as static meshes, and certain levels were created nearly entirely in 3ds max, maya.
Thanks!
-Buddikaman-
--------------------------------------------------------------------------------
Hello,
This is my first post i was hoping someone could help me out. Im attempting to remake the TFC map Rock2 for TF2, and am in the process of learning Hammer and TF2 mapping.
About the map:
So I want to really push beyond the standard custom maps ive seen for TF2, and give Rock2 the upgraded TF2 treatment it deserves, so its not an exact replica of Rock2, only the layout will be familiar. Im plan on adding alot of custom meshes into the level, new textures, ect ect., to give a fresh unique TF2 look.
-Alright so, the rocks in TF2 maps, were those made in Hammer, or brought in via 3d editor? The geometry is simple so i cant really figure it out.
-Were the static meshes(props) created for TF2 vertex baked, or does hammer cast those nice shadows when rendered? Any ideas on that?
-How intuitive is the props editor within hammer, such as scaling your static meshes within the editor to fit desired spaces?
Any tips appreciated!
Im coming from the unreal editor 3, were nearly everything except basic geometry is brought in as static meshes, and certain levels were created nearly entirely in 3ds max, maya.
Thanks!
-Buddikaman-