4/3/2023 0 Comments Hammer source 2![]() Personally, I've moved away from using BSP for blockout and am using Houdini Indie in conjunction with Houdini Engine. I haven't used it, but I also stumbled on this affordable add-on recently and thought it looked promising: I think these new tools are that Geometry 2.0. The official response was something along the lines of a Geometry 2.0 tool set to fix the problems. I've seen posts from years back where people were complaining about BSP on the Unreal Forums. ![]() While the VR editor is mentioned, my understanding is this is a new tool set for non-VR users as well. Unreal has a new mesh editor on the horizon that hasn't been officially launched yet, but is available for testing: I'm by no means an authority on the subject, but I also find the BSP editor to be lacking and not particularly fun to use. Sorry if this sounds a bit noobish, I'm very new to Unreal Engine and I haven't been able to find as many tutorials for UE4 (in regards to level creation) as I did for Source. Second thing is the lack of textures and decoration available in Unreal compared to CS:GO (well duh, i'm using a base engine vs modding a game), are there prop/texture packs i'm unaware of that you use? If I was to say map for Unreal Tournament would I be able to use props/textures from other maps like in CS:GO? (Also i'm still on 4.11 due to bandwidth constraints, has stuff changed since then?) ![]() The BSP editor is lacking (in my opinion) when compared to Hammer/Source, and from my understanding you're supposed to construct your level almost entirely from mesh pieces?Ĭan anyone who does make levels in Unreal give me some pointers? What's your workflow, how do you model the maps, is there some BSP plugin that i'm unaware of, and so on. My biggest issue is how unintuitive it seems in Unreal. Heyo, I'm trying to get into making levels in Unreal Engine, moving from CS:GO with Source. ![]()
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