Korgoth
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- Joined
- Jul 4, 2003
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Well im fully aware that probably none of your guys reading this have had the chance to use the new engine, but since i haven't ever mapped for half life, and i really want to get into the half life sdk enviroment, could anyone tell me how the process generally works (that is if the new hammer, acts like the old worldcraft)
The only mapping i've ever done was on the ut2k3 engine, and i caught on to that pretty fast i thought, so my question is what are the differences, similarities of the two, and how does the level mapping process begin in hammer/worldcraft (I.E. do you subtract a cube, set up a skyzone info, fake backdrops etc, and then add brushes and statics?)
one more thing, does anyone know what a dynamic mesh is? I read somewhere somebody from valve was talking about the new editor and they said you should build your main bsp in the editor and you can then import meshes and geometry as static or dynamic...
Thanks guys
The only mapping i've ever done was on the ut2k3 engine, and i caught on to that pretty fast i thought, so my question is what are the differences, similarities of the two, and how does the level mapping process begin in hammer/worldcraft (I.E. do you subtract a cube, set up a skyzone info, fake backdrops etc, and then add brushes and statics?)
one more thing, does anyone know what a dynamic mesh is? I read somewhere somebody from valve was talking about the new editor and they said you should build your main bsp in the editor and you can then import meshes and geometry as static or dynamic...
Thanks guys