Source 2/Docs/Level Design/Basic Construction: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Kr0tchet moved page Dota 2 Workshop Tools/Level Design/Basic Construction/en to Source 2/Docs/Level Design/Basic Construction/en: Info on this page applies to all Source 2 games so moved to Source 2/Docs.)
(Updated link to avoid redirect, after moving one (or more) of these page to Source 2/Docs.)
Line 3: Line 3:
Geometry construction in Hammer has undergone a significant improvement from the previous iteration. Brushes are no longer used and there is no longer a distinction when rendering static props versus mesh geometry. It is still possible to construct geometry in a similar fashion as before but new geometry manipulation tools make this somewhat inefficient compared to new methods.
Geometry construction in Hammer has undergone a significant improvement from the previous iteration. Brushes are no longer used and there is no longer a distinction when rendering static props versus mesh geometry. It is still possible to construct geometry in a similar fashion as before but new geometry manipulation tools make this somewhat inefficient compared to new methods.


* [[Dota 2 Workshop Tools/Level Design/Basic Construction/Mesh Editing 1|Mesh Editing 1]] - Introduction to the basics of mesh editing.
* [[Source 2/Docs/Level Design/Basic Construction/Mesh Editing 1|Mesh Editing 1]] - Introduction to the basics of mesh editing.
* [[Dota 2 Workshop Tools/Level Design/Basic Construction/Mesh Editing 2|Mesh Editing 2]] - Creating an arch, sewing meshes together, bridge tool, and face cut tool.
* [[Source 2/Docs/Level Design/Basic Construction/Mesh Editing 2|Mesh Editing 2]] - Creating an arch, sewing meshes together, bridge tool, and face cut tool.
* [[Dota 2 Workshop Tools/Level Design/Basic Construction/Mesh Editing 3|Mesh Editing 3]] - Creating a tunnel and introducing the pivot tool.
* [[Source 2/Docs/Level Design/Basic Construction/Mesh Editing 3|Mesh Editing 3]] - Creating a tunnel and introducing the pivot tool.
* [[Dota 2 Workshop Tools/Level Design/Basic Construction/Mesh Editing 4|Mesh Editing 4]] - Local space axes and using the work plane.
* [[Source 2/Docs/Level Design/Basic Construction/Mesh Editing 4|Mesh Editing 4]] - Local space axes and using the work plane.
* [[Dota 2 Workshop Tools/Level Design/Basic Construction/Mesh Texturing|Mesh Texturing Basics]] - Texturing
* [[Source 2/Docs/Level Design/Basic Construction/Mesh Texturing|Mesh Texturing Basics]] - Texturing




'''Next''': [[Dota 2 Workshop Tools/Level Design/Prefabs and Instances|Prefabs and Instances]]
'''Next''': [[Dota 2 Workshop Tools/Level Design/Prefabs and Instances|Prefabs and Instances]]<!--TODO: Move this page to Source 2/Docs and change this link. -->

Revision as of 03:33, 23 May 2024

English (en)中文 (zh)Translate (Translate)

Geometry construction in Hammer has undergone a significant improvement from the previous iteration. Brushes are no longer used and there is no longer a distinction when rendering static props versus mesh geometry. It is still possible to construct geometry in a similar fashion as before but new geometry manipulation tools make this somewhat inefficient compared to new methods.


Next: Prefabs and Instances