#Can I use blender to make a map for gmod?

1 messages · Page 1 of 1 (latest)

teal wing
#

Well, you could

#

It's more of a question of if you should

#

Optimisation, lighting, collisions and physics will quickly start to behave strangely.

north rivet
#

It's more just a harder path to take. There is a compromise present, but it's usually irrelevant. Most maps in TF2 and CSGO are made with static physics objects no problem.

#

You will have to either bake your own lighting or rely on vertex lighting (not great), as well as the fact that you'll still have to work with the BSP visibility system to define a closed space as your map.

bitter dirge
#

Brushwork tends to be a problem when attempting to create it in Blender. It needs to conform to the requirements of hammer otherwise you will run into invalid brushes which can be too overwhelming compared to just sticking with hammer.

north rivet
#

…brushes can’t be made in Blender, lol. If they can, that’d certainly be a new development.

bitter dirge
#

I've imported a brush through blender with some addon, pretty sure it was called "sourceops"

north rivet
#

Might be possible if you can abstract any convex hull to a vmf solid. Or hell, even develop your own bsp compiler.

#

Displacements aren’t brushes (though they’re built off of them)

bitter dirge
#

I haven't messed with hammer for while but this is what I had... It was almost impossible to make a map though.

north rivet
#

Right. Never understood how it translated UV maps to texinfo

#

I’m assuming it just straight up doesn’t and you’re supposed to align the textures yourself in hammer or something

#

Probably fine for blocking out a space for a concept if you’re more familiar with blender, not much else. After all you can always compile an unfinished map as long as the solids are valid.

uncut basin
#

Can't you make a blender map save as obj and covert it to a gmod map? Using hammer map editor can be quite hard at times

wise cave
#

not that simple...

#

you're basically saying that you want it to be a big model?

#

the problem is limits.

#

a model can only have like.. 32 materials total, a vertice limit, surface prop will all be the same thing, collision parts have a max too