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Author Topic: Using Forest for Source Engine Environment Art  (Read 1322 times)

Shawn Olson

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Using Forest for Source Engine Environment Art
« on: May 24, 2017, 08:40:04 PM »
New video released on using Forest with Wall Worm's tools to export levels for the Source Engine.

https://www.youtube.com/watch?v=Pf3OMG4BBrI

Enjoy.
Shawn Olson
Product Management Team @ Autodesk for 3ds Max
Developer of Wall Worm Tools

Paul Roberts

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Re: Using Forest for Source Engine Environment Art
« Reply #1 on: May 25, 2017, 11:15:46 AM »
Thanks for letting us know - looks great. If there are any games you know that have used Forest or RailClone, we'd love to hear about it. They could make an interesting case study.

All the best,

Paul
Paul Roberts
iToo Software

Shawn Olson

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Re: Using Forest for Source Engine Environment Art
« Reply #2 on: May 25, 2017, 10:34:18 PM »
Only one I personally know is Black Mesa. I've been contracted with them since 2015 and we are using Forest in the final chapters that haven't been released yet. As such, I cannot display any Forest work in it until the final release with the ending chapters. But the video above is largely to share with users of my tools the general workflow we have with interacting with Forest--either to create clusters of new props or simply to export into game (as my game exporter was written to understand Forest prop transformations and simply use those for props going to the game).

For me Forest is a no-brainer for anyone using Max for their games. If I discover others using it, I will certainly share that info.
Shawn Olson
Product Management Team @ Autodesk for 3ds Max
Developer of Wall Worm Tools