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i am programmer and modeler, texturer etc, and from my own experience with source engine, i got few questions to ask you about your project .
1. Is you rmod is more an outdoor environement or more a serie of basement, tunnels , hallway etc.. ?
2. if you intending to sell your game, we should prevent to use the source engine content, and create a total conversion.
So i am the project director of the Mod named Jurassic Life, and i could tell you a lot about all the aspect of the creation process with source engine.
i am not sure if you target the right engine if you won't your game to be done not for the next ten years.
In jurassic life our maps are very big, very long to load in the engine, and we reach the limits for many type of component in our level.
If your game is oriented more on outdoor environement, i should give you that advice :
Don't choose source engine for your project. udk should make you gain several year in the development.
Also the people that got knowledge on the source engine are SFM user, and dota and TF2 workshop items maker. It will be hard for you to find the ideal dev you need for your project.
It an important choice you have to do with the sleection of the engine you will working with, because after several year of development, you can't go back and change the engine.
I don't post to join your team, but it also something i would like to know if i was back 7 years ago ;D
good luck with your project, Dean.
Nicolas
Question one, a mixture. Some levels will be inside only, some outside only and then some are a mix of both large outside areas with interior locations.
Secondly, this is a total conversion and we do not intend on using any of Valves work. Just their engine.
Thanks for your advice Nicolas, we've decided against the UDK and CryEngines for now. But possibly we can move onto them in the future.