Debriefing > Join Us
Level Designer: Classics
[GE:S Com] DF Ank1:
Well i use DeleD Lite for making such think, then i export them to an obj and then simply convert them to an BSP. File. You can choose such thinks in Crafty, if you want a CS:S map or an HL Map, or other maps....
Well i don´t know nothing about that, so i think spending my time not in hear. I am spending my time in making the Goldfinger 64 game....
kraid:
So you're creating the .bsp files directly from the .obj?
Is it able to create vis leafs and entities, too?
In that case you would need to throw in all the entities needed.
Such as player/weapon/ammo spawns, lightning, ambient sound & music, not to mention brush based entities like destroyable glass windows, moving doors etc.
But you could also just build the .bsp and decompile it again so it would be hammer .vmf format.
Not sure if this will work, coz your model is based on a .obj using vertex data differing from the hammer units grid.
Maybe the decompiler can handle this and will align the vertex to the nearest world unit, or it might fail like it does a lot with maps using many displacement surfaces.
Again, if you ever think about making a map for GES, please build it yourself in hammer using this data just as a reference.
Jonathon [SSL]:
I don't think there are any programs that can compile Source-compatible BSPs other than Hammer.
As I've said in about 4 posts at least today, I'll put it in italics this time to see if anyone notices:
You can't use dumped .obj data from GE64 to recompile the map in Source. The polygons would all have to be convex blocks with no faces missing, and all of the GE64 maps are built out of single-sided flat polygons, which can't be used in Source. In addition, using data dumped directly from the GE64 cartridge would be a mega copyright infringement and illegal for us to do. Instead, we have Viashino Cutthroat who is getting all the geometry data by measuring each wall and floor manually, then using some kind of crazy formulas to convert GE64 units to Hammer units, then creating the maps from scratch in Hammer, resulting in near-exact replicas of our own creation.
kraid:
Have you ever tried to create vmf's using XSI or exporting it using crafty?
As for me, there's simply nothing showing up in hammer.
I tried it the same way as i would create geometrie in Hammer, simple cube brushes arranged to rooms.
However i managed to get something shown up this way:
exporting .obj to Milkshape > creating Q3 radiant .map > converting to .vmf using crafty.
Backfaces are calculated by the exporter, but every plane consists of triangles, not quads like they're used in hammer.
So it would be wise to recreate the whole thing with hammer brushes using this model as guidelines (you can put it into a vis-groop to have it the same linecolor and toggle it on and off to see if it fits).
[GE:S Com] DF Ank1:
Mhm well i don´t create levels with Hammer. I use DeleD Lite.
So if someone wan´t to create Classic levels, send me an PM.
I have all textures from GoldenEye
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version