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Author Topic: Bunker  (Read 10478 times)

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kraid

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Re: Bunker
« Reply #15 on: August 30, 2009, 11:57:49 pm »

It's a completly different system of level creating.
A lot of games do not have their own level editor, so they're using one of the major 3D apps. to build their levels from, e.g. Halo CE is using this method.
It also got a tool to make the level architecture playable by placing entities & creating scripts (so called tags).

I guess another way would be to use custom objects placed in the 3D app. to create entities.
Some kind of modified version of the 3D app. to suit the needs of the level designer.

However this method is as different from Hammers level creating concept as it can get.
I think i described a possibility how the converting could work in the other thread.

But seriously, do not just use ripped content to build a map. The result won't look good anyway.
Extreme lowres textures, no lightning >> causing everything to be fullbright, etc.
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[GE:S Com] DF Ank1

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Re: Bunker
« Reply #16 on: September 04, 2009, 08:01:12 am »

It is legal. If it would not, there would be no GoldenEye: Source or any other mods. There would be nothing. The reprgramming of GoldenEye: 007 is allowed. Otherwise, Rare would make something.

Maybe there is an way to make an vmf. file. Just import an obj file in XSI and then convert/save them to vmf. file. I will ask some mappers from GoldenEye: 007
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Jonathon [SSL]

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Re: Bunker
« Reply #17 on: September 04, 2009, 10:55:47 am »

As I've said before, three times:

Not only is that technically illegal to distribute (an exact copy of Rare's work down to the polygon) but once you have that OBJ you can't export it to a Hammer .vmf to be compiled in Source because all of the walls and floors are single-sided flat polygons, and to be used in a .vmf all of the polygons have to be convex cubes and prisms (essentially).

Yes, XSI does support a .vmf export, but as has been said before, all the polygons which make up the exported object have to be convex and not have any sides missing in order to be properly exported. The maps in GE64 are made entirely out of single-sided polygons, so they can't be converted to a .vmf.

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.
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kraid

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Re: Bunker
« Reply #18 on: September 04, 2009, 08:56:36 pm »

@DF: do you even read the things we post?
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It is legal.
And if you repeat it 1000 times, it will remain what it is: wishfull thinking.

It's more a greyzone and depending much on the company and their philosophy.
E.G. Nintendo allready stoped a few Fan Projects like a Metroid Prime Mod for Source.
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[GE:S Com] DF Ank1

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Re: Bunker
« Reply #19 on: September 05, 2009, 02:53:24 am »

mhm yes.
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Re: Bunker
« Reply #20 on: September 29, 2009, 08:45:06 pm »

It is completely illegal to use the exact original games resources. We dont touch ge64 files! We only visually base it on the game in completely custom recreated assets, its like painting a fanart recreation of picaso etc. Countless people have done fanart things before.

In certain instances yes, big franchises like nintendo will think you are not doing something in the spirit of honoring the original, and have legal stance to threaten you on "intillectual" grounds, but what you would be doing ripping maps from ge64 isnt intillectual at all, its completely physically tampering a product into a different companies engine.
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