I seem to recall seeing a program on the Valve Dev Wiki that, when set up
properly, essentially allowed you to model in Hammer. Anyone remember what
it was called?

On Wed, Dec 1, 2010 at 12:52 PM, Casey Doran <wer4ge...@gmail.com> wrote:

> Well done, sir.
>
> Well done.
>
> On Wed, Dec 1, 2010 at 12:08 PM, Ben Nadler <nadler....@gmail.com> wrote:
>
> > Shawn,
> >
> > This is a huge contribution.  I basically stopped mapping for Left 4 Dead
> > and Source because it was always difficult to get models and textures
> into
> > the engine, meaning most of my time was spent neither mapping nor
> modeling
> > but making sure things imported correctly, that the materials were set up
> > and my QC wasn't wrong for some reason.
> >
> > I may get back in the game if this means I can spend more time working on
> > games rather than setting these things up.  Thanks!
> >
> > On Wed, Dec 1, 2010 at 8:14 AM, Shawn Olson <smols...@hotmail.com>
> wrote:
> >
> > > When I first learned to make models for Source last year, I was
> surprised
> > > with how much a pain it was, especially if you want to add LOD models.
> > For
> > > the first map I made with my own custom models, I just sucked it up.
> But
> > as
> > > I've finished the architecture for my newest map and prepared to make
> all
> > > the props... my heart sank.
> > >
> > > Because of that feeling, I forced myself to study some more MAXScript
> and
> > > create a tool to help expedite the whole process (if you, like me, use
> > 3ds
> > > Max).
> > >
> > > Enter the Wall Worm Model Tools at
> > > http://wallworm.com/projects/utilities/wallworm_model_tools.html
> > >
> > >
> > >       Key Features
> > >
> > >   * Automatically generates a QC text file for your model
> > >   * Allows you to pick your own custom collision model if you don't
> > >     want to use the auto-generated model
> > >   * Can automatically generate convex collision hulls for your model
> > >     (not yet implemented)
> > >   * Auto-generate LOD models of your model
> > >   * Gives you a visual representation inside Max of the limits (range)
> > >     tied to each LOD model which is especially helpful if you are also
> > >     building your level design inside of Max (with Convexity
> > >     <http://www.maple3d.com/>)
> > >   * Visually set the $illumposition position
> > >   * Assign a surface property to your model from inside the Max
> interface
> > >   * Set various model flags including $staticprop, $opaque and
> > >     $mostlyopaque
> > >   * Will automatically create textures for your model and each LOD
> > >     (not yet implemented)
> > >   * Automatically makes layers in the layer manager for the model,
> > >     hull, LODs and helpers
> > >   * You can select LOD objects in layer manager and tweak their
> > >     Multi-Res settings or edit the LODs to your liking after they are
> > >     created
> > >
> > > Note that this is a work-in-progress. I currently only use Max 2011 so
> > have
> > > only tested it in 2011. I have been informed by Michael Little of
> > > www.maple3d.com that it isn't working in Max 5... Michael may help
> make
> > > the script backwards compatible.
> > >
> > > The main current limitation of the program as it stands is that it only
> > > works with single-mesh models. Adding support for multi-mesh / animated
> > > models is the next major task.
> > >
> > > Again, the tool is at
> > > http://wallworm.com/projects/utilities/wallworm_model_tools.html along
> > > with videos demonstrating it.
> > >
> > > I'm also keeping news about it up at
> > > http://www.scriptspot.com/3ds-max/scripts/wall-worm-model-tools .
> > >
> > > At the time of this email, the tool is at version 0.82 .
> > >
> > > I hope you find it as useful as I do.
> > > ______________________
> > > Shawn Olson
> > > www.shawnolson.net
> > >
> > >
> > >
> > > _______________________________________________
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> > > please visit:
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> > >
> > >
> >
> >
> > --
> > Benjamin E. Nadler
> >
> >
> > Web: www.ben-nadler.com/
> > Mail: nadler....@gmail.com
> > Cell: +1 707 480 1257
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >
> >
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