I'm going to start working on it, I'll let you know how I'm doing once I get it to sketchup.
[editline]07:34PM[/editline]
Ok, first glaring issue, I need to extract the tags before I can convert the BSP... alternative to HEKPlus?
im not sure, im also piled with Home Work. i'll see if i can find anything.
Ok, well I never reinstalled Halo after formatting to 7, I'm installing it now, installing Custom Edition, and the HEK. Hopefully I can extract tags that way, HEKPlus is being a bitch.
[editline]08:11PM[/editline]
Will you look at that... HEKplus hates Aero, changing one compatibility mode setting fixes everything :v:
[editline]08:25PM[/editline]
And voila! I now have an OBJ of the map (hopefully it looks decent when I load it to sketchup)
[editline]09:03PM[/editline]
Ok, it's in VMF format, but apparently it's too large for the grid... that can easily be fixed.
[editline]09:05PM[/editline]
I'm not that great with sketchup, I think the map needs to be modified slightly before it can be put into VMF format without killing Hammer...
[img]http://img210.imageshack.us/img210/7873/blockarrayerror.png[/img]
Try getting bloodgulch instead. Smaler and not whole grid.
[QUOTE=Civil;20431422]Try getting bloodgulch instead. Smaler and not whole grid.[/QUOTE]
Argh, you and your Blood Gulch.
Damn it, I was just doing the same thing. Now everyone is dunna think I ripped off you.
This isn't about Blood Gulch, if you want a Blood Gulch map, go make a new thread discussing it! lol :D
[editline]02:49PM[/editline]
[QUOTE=Banshee FrieNd;20434169]Damn it, I was just doing the same thing. Now everyone is dunna think I ripped off you.[/QUOTE]
Bro, just as long as you contribute to the work, your name will be on the map too if it all works out.
[editline]02:50PM[/editline]
[QUOTE=robmaister12;20426622]Ok, well I never reinstalled Halo after formatting to 7, I'm installing it now, installing Custom Edition, and the HEK. Hopefully I can extract tags that way, HEKPlus is being a bitch.
[editline]08:11PM[/editline]
Will you look at that... HEKplus hates Aero, changing one compatibility mode setting fixes everything :v:
[editline]08:25PM[/editline]
And voila! I now have an OBJ of the map (hopefully it looks decent when I load it to sketchup)
[editline]09:03PM[/editline]
Ok, it's in VMF format, but apparently it's too large for the grid... that can easily be fixed.
[editline]09:05PM[/editline]
I'm not that great with sketchup, I think the map needs to be modified slightly before it can be put into VMF format without killing Hammer...
[img]http://img210.imageshack.us/img210/7873/blockarrayerror.png[/img][/QUOTE]
What Modifications do you suggest?
like entity work?
The issue is when you convert from BSP to VMF (Through any matter of means including going from OBJ->.map, or OBJ->.vmf ) is that each triangle of the previous format is converted into a brush. this means you're left with 20,000 brushes for a simple 20,000 triangle level geometry. Hammer simply can't handle this large of a thing without either seriously simplifying, or compiling as a model and using as a reference.
could try 3DRipper Dx, then delete unneeded stuff. Then export it as a model then into hammer.
Same issue and just ripping the BSP into OBJ gets you the same result but better.
Well, theres GOT to be a way? Right?
ren *.map *.bsp
Save as
Converter.bat
Put the two files in the same place, then click the .bat file. I highly doubt that would work, but it's worth a shot :P
[QUOTE=Spartan One;20443877]ren *.map *.bsp
Save as
Converter.bat
Put the two files in the same place, then click the .bat file. I highly doubt that would work, but it's worth a shot :P[/QUOTE]
wat
[QUOTE=Spartan One;20443877]ren *.map *.bsp
Save as
Converter.bat
Put the two files in the same place, then click the .bat file. I highly doubt that would work, but it's worth a shot :P[/QUOTE]
You have no clue do you?
[QUOTE=Lord Ned;20444453]You have no clue do you?[/QUOTE]
wait now i see it
Oops. Forgot a step, then try to load it in a Source game. If that works you could probably decompile it.
[QUOTE=Spartan One;20444601]Oops. Forgot a step, then try to load it in a Source game. If that works you could probably decompile it.[/QUOTE]
two completely separate types of BSP, Valve decided to modify the BSP format to suit their own needs.
[QUOTE=Lord Ned;20436211]The issue is when you convert from BSP to VMF (Through any matter of means including going from OBJ->.map, or OBJ->.vmf ) is that each triangle of the previous format is converted into a brush. this means you're left with 20,000 brushes for a simple 20,000 triangle level geometry. Hammer simply can't handle this large of a thing without either seriously simplifying, or compiling as a model and using as a reference.[/QUOTE]
This makes sense, considering you can only have 8192 brushes... And with this map, I could probably have half of it turned into displacements anyway...
If the map is under 10k polys, I could just compile it as a model, toss it into the engine and use that as a template for mapping the level. It would take FAR longer, but the results would be much more optimized.
Maybe I'll try a simpler map just to see if a straight port is possible...
A simpler halo combat evolved map... Now... What map can that be... Hmmm...
[QUOTE=Civil;20448428]A simpler halo combat evolved map... Now... What map can that be... Hmmm...[/QUOTE]
Anything with less than 8192 polys and smaller than 1/2 mi^3
[url]http://hce.halomaps.org/index.cfm?fid=5163[/url] This one looks like it would be simple enough.
[img]http://hce.halomaps.org/images/files/lg/32screenshot00-34.jpg[/img]
whoa whoa whoa, waita sec, guys.
You forget what we are trying to do, port the zelda map over, not another map!
There's got to be a way.
[QUOTE=Maverx;20459894]whoa whoa whoa, waita sec, guys.
You forget what we are trying to do, port the zelda map over, not another map!
There's got to be a way.[/QUOTE]
Nobody forgot anything, he said he was going to try porting a simpler map to see if a straight port was possible. He is still trying to port the zelda map.
[QUOTE=Maverx;20459894]whoa whoa whoa, waita sec, guys.
You forget what we are trying to do, port the zelda map over, not another map!
There's got to be a way.[/QUOTE]
They're trying to test if porting in general would work. Reading is SUPER hard.
[QUOTE=Maverx;20459894]whoa whoa whoa, waita sec, guys.
You forget what we are trying to do, port the zelda map over, not another map!
There's got to be a way.[/QUOTE]
Map looks easy to recreate. Not saying I'd do it, but it does.
I have worked in HEK for 2+ years, I had stopped using it about 2-3 years ago. The only way you would be able to convert a Halo Custom Edition map into the Source engine would be by opening the .map file in a program called HEK+, ripping the scenario file and then using another BSP Ripper program to export it's model as an .obj as well as ripping all of the textures.
From there you would need someway to convert the .obj to a .bsp file, which I do not believe is possible. Halo maps are made entirely in 3ds max and contain several materials all in one material group. Also, creating it into a model would not be possible unless you were looking to create a terrible collision geometry.
[QUOTE=samm5506;20461114]I have worked in HEK for 2+ years, I had stopped using it about 2-3 years ago. The only way you would be able to convert a Halo Custom Edition map into the Source engine would be by opening the .map file in a program called HEK+, ripping the scenario file and then using another BSP Ripper program to export it's model as an .obj as well as ripping all of the textures.
From there you would need someway to convert the .obj to a .bsp file, which I do not believe is possible. Halo maps are made entirely in 3ds max and contain several materials all in one material group. Also, creating it into a model would not be possible unless you were looking to create a terrible collision geometry.[/QUOTE]
I've already got the map from the .map file and converted it to OBJ, opened it in sketchup and used Valve's exporter to try and make it an SMD file. My issue is Hammer's limits.
sketchup can output SMD files with Valve's exporter, if the map is under 10k polys, and I don't include $collisionmodel in my qc, I can have a nice clean model in Hammer, then shape brushwork/displacements around it. If a map is under 8192 polys I can do a near straight port, just some modification in Hammer.
Actually, I just took a look at the VMF in notepad, it looks like sketchup exported the entire map as one brush... :/
[editline]08:36PM[/editline]
[QUOTE=TheJunction;20458264][url]http://hce.halomaps.org/index.cfm?fid=5163[/url] This one looks like it would be simple enough.
[img]http://hce.halomaps.org/images/files/lg/32screenshot00-34.jpg[/img][/QUOTE]
Ok, I just tried porting this one. Turns out it wasn't necessarily the engine's limits, it was that the entire map was considered one brush. The only way I can port a map over is to compile it as a model and recreate it in Hammer.
[editline]08:46PM[/editline]
here it is in the model viewer, it compiled as an mdl properly
[img]http://img168.imageshack.us/img168/2756/hcesuccessfulport1.png[/img]
[editline]08:48PM[/editline]
I'm trying to do the Hyrule map, it's simply too large at 31k polygons, Source can only handle up to 10k polys per model.
[QUOTE=robmaister12;20465575]I've already got the map from the .map file and converted it to OBJ, opened it in sketchup and used Valve's exporter to try and make it an SMD file. My issue is Hammer's limits.
sketchup can output SMD files with Valve's exporter, if the map is under 10k polys, and I don't include $collisionmodel in my qc, I can have a nice clean model in Hammer, then shape brushwork/displacements around it. If a map is under 8192 polys I can do a near straight port, just some modification in Hammer.
Actually, I just took a look at the VMF in notepad, it looks like sketchup exported the entire map as one brush... :/
[editline]08:36PM[/editline]
Ok, I just tried porting this one. Turns out it wasn't necessarily the engine's limits, it was that the entire map was considered one brush. The only way I can port a map over is to compile it as a model and recreate it in Hammer.
[editline]08:46PM[/editline]
here it is in the model viewer, it compiled as an mdl properly
[editline]08:48PM[/editline]
I'm trying to do the Hyrule map, it's simply too large at 31k polygons, Source can only handle up to 10k polys per model.[/QUOTE]
There is the possible option of cutting up the model, isn't there?
[QUOTE=Zally13;20467513]There is the possible option of cutting up the model, isn't there?[/QUOTE]
I don't know that much about sketchup, I'd assume there's some way to do it... There are 3 ships somewhere else in the map, I'm going to try and delete those polys and see what it comes down to as well.
[QUOTE=-Xemit-;20469015]As far as I know source can handle something around 32k.[/QUOTE]
studioMDL only goes up to ~10k AFAIK, I'll give it a try though.
Why don't you split them up into 3-4 different sections and compile each individually, then import each into hammer and just move them together, then compile?
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