Using Source 2 to Create Props for Source 1

ColonelColonel Finger Lickin' GoodPVKII Team
edited 5:22AM in Community Maps
So stumbled across this today:

I used Source 2 hammer to create the props, ended up making 100+ props, including animated, dynamic and static models, each prop was timeboxed to ~1h
The name suggests "DOOM" but I mostly used Overwatch as inspiration for the props, setting and style; whilst keeping it tf2 styled...this is a 80's retro inspired sci-fi map with pipes, wires, glass floor and jump pads, custom content from top to bottom,

I'm curious ab the "sudden" source 2 interest considering i made this map that I posted here a few years back, which pretty much follows the same workflow as this, guess interest has grown over the past ~3 years since the source 2 alpha tools were released,
regarding this self explored workflow, I prepared a long post, but forgot to post it, and now its gone emot_sad.gif ...the gist was:

1. make a map in source sdk
2. import it into source 2 hammer (it reads vmf and uses the same units)
3. build your props to fit the map (just like source hammer; s2 hammer can't export mdl so a 3rd party application is needed)
4. export your props as fbx and import into a application that can export smd/mdl, like blender (free), xsi (free), maya, 3ds or modo
4a. fbx saves uv coords, but its not possible to uv unwrap/island for baking in s2 hammer, that's done in a 3rd party application
5. export to smd/mdl (if you have a qc compiler) and bring back to source sdk

valve.developer is the place to go for documentation, dota2 tools and destinations tools ...mixed with your own curiosity and creativity!
(but I'm pretty sure there will be tutorials on youtube etc once there is enough incentive to make em)

I'll quote myself from two years ago and say the source 2 hammer is still "awesome"! and if you haven't tried em I think you should!!

note: there is nothing special with this workflow, I've used maya/max for the past 15 years, but found this more enjoyable, hope it helps,

if you have specific questions I'll try and answer them, thanks

The way i understand this, is that it could be used as a replacement to "propper." While there are some hoops to go through, this might be more efficient for mappers/ modeller duos or single env/ prop artists.

Co-Lead | Level Designer

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