Say "fuck it" and go on a hiatus for a couple of months You could also compile to BSP and export it as an optimized mesh, but the materials don't save and the faces get triangulated meaning that applying materials is difficult. Relied on too many layers of 3rd party tools and because hammer brushes got exported as cubes, it means that you'd have to manually optimize the mesh. While the level creation process was certainly much better in Hammer than it was in anything else, the Hammer->Unity pipeline was pretty bad. Had some potential, but really limited what I was able to do with my levels, and UV mapping all of those modular rooms was going to be a pain in the ass. Use Blender AGAIN, but this time with "modular" rooms, kind of like Doom 2016.
Source 2 hammer professional#
Hell no, this is unacceptable for something you need to present as a professional product This causes small gaps where light cracks through and janky collisions with rigidbodies. Because it's letting Unity handle the vertex locations, the floating point values don't get rounded to exactly where they need to be. Use Realtime CSG, seems perfect at first but then OH WAIT. Use probuilder, it's pretty much just Blender with a more user friendly interface and nothing to really help you build levels faster, in addition the merge tool corrupts your meshes Use blender, progress is terribly slow and hindered by my lack of knowledge in 3d modelling This has been my level design process for the past 2 weeks now and I'm not changing it again.įor the record, here are the changes I went through while trying to come up with a level design solution for my game: So if you import your own assets into Source 2, you have probably the best workflow for creating levels for your own game. One thing I like about this pipeline is that exporting to dmx also keeps any mesh data from static props that you import. Separate the materials as needed and export to your preferred format Scale the level down to 0.3125 at this scale, 2 Blender Grids are the same height as one info_player_start, so this is assuming your character controller is 2 meters high in Unity There will be a rig generated for the level geometry. Import the DMX file into Blender with Blender Source Tools. If your map is already textured and your meshes are already merged the way you want them to be, you can export it to FBX and load in Unity. In the top left menu for Hammer, click on the export function. Perhaps you're also a Unity developer and lack a proper environment for level creation, so here goes: I use Source 2 Hammer for my Unity game because Probuilder sucks and all of the CSG tools fall victim to the engine's awful floating point precision.