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I don’t know how many people on this forum do level design and/or design anything for the Source Game Engine. For those of you who do, here is a new series of videos I’ve started to walk you through the steps it takes to get 3ds Max setup to properly export your levels into the Source Game Engine.
The tutorials start from the very beginning with basic Max setup (proper units setup, snapping to grid, etc) and end up with exporting your level, building concave models, lighting and more. I’ve taken the approach of walking you through the process, pointing out tips to make the process efficient. Since there are a lot of tutorials online that already go into the technicality of various Source tools (Hint brushes for example) I am not going into deep detail explaining what Hint brushes, etc do. I’m simply showing you how to make things for Source inside Max and getting them into your game--since it has been a common myth that you either cannot make Source levels in Max or that you simply shouldn’t.
I personally cannot imagine doing it any other way now that I’ve learned how to do it.
Here are the videos so far.
1) Setting Up 3ds Max for Source Level Design : Setting up correct units; snapping to grid; making a scale reference.
2) Basic Level Design : Simple techniques to optimize your design process like parameter wiring, using layers and renaming.
3) Apply Materials and Hints : Applying tool materials (NODRAW, sky, etc) and making Hint brushes.
The series will continue with more videos that continue the process of building your first simple level. I’ve recorded the next one on using Convexity to build more complex convex geometry and expect it to be ready to load next week.
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Shawn Olson's Creative Arts
Developer of the Wall Worm Model Tools for Source
Max 4/Gmax, 2008 - 2014
Mudbox 2009-2011
Win 7 x64 (x4)
Geforce 480x2
Intel I7 930
12GB RAM
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