[QUOTE=paulisdead18;34071764]How do you know that? Is it done? I don't think so. Stop trying to down other people's work. Let him do what he wants to do. How does he not have the skill to figure it out? I'm pretty sure he can learn if he had to. Who says it won't look as good as the original. Maybe it will be totally amazing and just as good/better than the original, you just don't know. Literally the only things you have said on this forum are negative responses saying that pac0master shouldn't make this map.[/QUOTE]
On another forum he has been posting on he really comes off as someone who barely knows what they're doing.
So I do not expect anything significant to come from this.
[QUOTE=Freakorama;34072791]On another forum he has been posting on he really comes off as someone who barely knows what they're doing.
So I do not expect anything significant to come from this.[/QUOTE]
Did you download the alpha and even take a look at what he did? At this early of a state it looks fine so far.
I don't own any valve games so I can't.
But for someone who took one look at the model formats Noesis can export to:
[IMG]http://i59.photobucket.com/albums/g298/Futurama_Freak1-MOD/conver.jpg[/IMG]
and didn't see an option to directly export it in a format that works in source straight away and said "It's impossible to convert" is not that bright.
Learning how to convert it properly, would take a shitload less time than trying to remake it.
Freako This format is not Compatible with The Hammer Editor This is A Mesh Format For a Model
like a door so i cant Modding it This is the problem if something wrong with the model .. i wont gonna be able to fix it .. the Map Format is .. .VMF not .smd or any other kind
I found a way to make it into a map but this is more complicated that rebuilding it ... Look at this
[url]http://www.facepunch.com/threads/681537?highlight=[/url]
Btw i just updated the Entrance plaza there is a new Pic :P
[img]http://img542.imageshack.us/img542/2273/gmdeadrisingentrancepla.jpg[/img]
hope you like it
Well my fault for not knowing such a popular game engine used such terrible, terrible inaccessible formats.
But you said it wasn't possible, clearly this other person HAS done it.
So if remaking multiple maps can be quicker than converting the actual maps, then clearly you or valve have done something very wrong.
[QUOTE=Freakorama;34073745]Well my fault for not knowing such a popular game engine used such terrible, terrible inaccessible formats.
But you said it wasn't possible, clearly this other person HAS done it.
So if remaking multiple maps can be quicker than converting the actual maps, then clearly you or valve have done something very wrong.[/QUOTE]
Its dated as you should probably know
[QUOTE=Freakorama;34073745]Well my fault for not knowing such a popular game engine used such terrible, terrible inaccessible formats.
But you said it wasn't possible, clearly this other person HAS done it.
So if remaking multiple maps can be quicker than converting the actual maps, then clearly you or valve have done something very wrong.[/QUOTE]
As far as I can tell, it probably CAN be exported using the .smd format from that list. Sadly though, the source engine is very much brush-based and can't deal with, or light huge amount of model-based geometry to any decent standard.
[QUOTE=pac0master;34068869]
and This is your choise to waste your time on this forum
[/QUOTE]
I hate it when people say things like this. Fuck you, I'm spending my time how I want to.
[quote]Is there any way to disable Noclip ??[/quote]
Why do you want to?
Why the hell would you waste your time making an account to tell this guy he is going to fail on a forum you don't even like? And why are you judging him when you don't even have any valve games?
That's why i said what TCB Quote me
[QUOTE=TCB;34077279]
Why do you want to?[/QUOTE]
Cause i want to make the mall with some zombie in and Noclip is bad
i want you start with nothing in .. and cant escape (maybe create an exit)
gonna find the weapon in the mall like in the game and i will create some ... Object myself that may be used for barricading :D
[editline]6th January 2012[/editline]
[QUOTE=Freakorama;34073745]Well my fault for not knowing such a popular game engine used such terrible, terrible inaccessible formats.
But you said it wasn't possible, clearly this other person HAS done it.
So if remaking multiple maps can be quicker than converting the actual maps, then clearly you or valve have done something very wrong.[/QUOTE]
I said it wasn't possible cause someone who know more about this than me told me so
but later someone else quote me who to do but with a Model of Zelda Majora Mask N64 I dont know if its still possible for the mall but someone did a similar things from an other game
[QUOTE=Freakorama;34068204]This will never be finished, It's a terrible idea.
Why the hell are you REMAKING the textures? that's the one thing you DON'T need to remake so why are you wasting everyone's and your time?[/QUOTE]
It's not like you're distrubuting them out to him so he has to.
[editline]6th January 2012[/editline]
[QUOTE=Freakorama;34073745]Well my fault for not knowing such a popular game engine used such terrible, terrible inaccessible formats.
But you said it wasn't possible, clearly this other person HAS done it.
So if remaking multiple maps can be quicker than converting the actual maps, then clearly you or valve have done something very wrong.[/QUOTE]
Just leave, you'll be murdered by the many people here that know more than you about how engines actually work.
[QUOTE=pac0master;34080235]
I said it wasn't possible cause someone who know more about this than me told me so
but later someone else quote me who to do but with a Model of Zelda Majora Mask N64 I dont know if its still possible for the mall but someone did a similar things from an other game[/QUOTE]
Its the same concept he used to export it from max. Just instead of ripping from the game, you can save it as a .smd and go into max and edit most of the faces to be convex, then export it into xsi where you can export into .vmf.
[QUOTE=Firegod522;34066667]Here
[quote]2: The map is entirely 1:1 with the original, with 100% certainty. Now I should probably explain my method.
-A: Import original game mesh using 1964 and an exporter which dumps all 3d data into a .WRL which I then dump into 3ds max for editing, I then delete all details which are not of the back-bone of the map.
-B: I then spend a large amount of time breaking the map into reasonable 4 or 3 sided convex shapes (sometimes more but don't tell no-one), splitting up the mesh, extruding a lot, welding a lot of vertices and other tedious work, making sure each individual texture will have its own face to be applied to. I am aided by a tool I found online (a max-script) which can take a selected object and make a convex solid from it.
I uploaded the maxscript if you're interested. [url]http://files.filefront.com/QuickHullWorksms/;13112744;/fileinfo.html[/url]
-B(2): Another option is to simply delete any non-level objects in the rip, and export it as a model. Then I can import it into hammer and use it as a reference to make on-grid geometry that is nearly identical to the original. I applied a material to this model using the "eye" shader instead of "lightmappedgeneric", because it glitches it and makes it appear in wire frame. This method is probably smarter. If you did it this way you can skip to step E.
-C: This is exported as a obj, imported into XSI: Mod tool and exported as a .VMF ignoring all convexity checks, otherwise it will refuse to export at all. Once imported into Hammer, more then likely 50% of the brushes will utterly fail, distort, skew and break.
-D: I spend a good deal of time in max and hammer checking broken brushes, finding them in max, turning edges and checking convexity in great detail or other stupid mistakes, go through a lot of color coding to stay organized. I go through many many tests and troubleshooting until my brushes reach about a 95% success rate, then I do whatever I can do create any other broken brushes myself. A good example of such is the roof on the mayors house. Which is a large displacement, which i used the original (yet broken) brushes as a reference to make it very accurate.
-E: I then convert the textures, the N64 uses complex blending and tiling methods that don't exist in Source. I do my best to re-create these In Photoshop. Sometimes I have to sacrifice small file sizes to get the tiling and details correct, but the textures are all so low quality that the overall file size is kept low. Nintendo uses a lot of tricks to achieve the effects we see on their low end consoles, It's actually quite remarkable sometimes. I then apply the textures by eye, using the game as reference.
-F: Convert all the necessary models, make necessary animations, and add other map details, at this point everything is essentially done.
[/quote]
[url]http://www.facepunch.com/threads/681537?highlight=[/url][/QUOTE]
[QUOTE=Freakorama;34073267]I don't own any valve games so I can't.
But for someone who took one look at the model formats Noesis can export to:
[IMG]http://i59.photobucket.com/albums/g298/Futurama_Freak1-MOD/conver.jpg[/IMG]
and didn't see an option to directly export it in a format that works in source straight away and said "It's impossible to convert" is not that bright.
Learning how to convert it properly, would take a shitload less time than trying to remake it.[/QUOTE]
Exporting another engine's map to a model file to be used as a map in Source is the stupidest fucking idea ever.
A: Shadows. Good luck.
B: Lighting. Good luck with that too.
C: Collision. You'll die.
[QUOTE=pac0master;34080235]That's why i said what TCB Quote me
Cause i want to make the mall with some zombie in and Noclip is bad
i want you start with nothing in .. and cant escape (maybe create an exit)
gonna find the weapon in the mall like in the game and i will create some ... Object myself that may be used for barricading :D[/QUOTE]
Disabling noclip is pointless, and it often annoys some players.
[QUOTE=Freakorama;34069437]It IS possible, you just don't know how to do it. Nor do you have the skill to figure it out.
Plus, I said you are wasting YOUR time, plus anyone else's who thinks you could pull this off, which you cannot.
There is no way his remake could ever look anything near as good as the real thing looks.[/QUOTE]
So wait according to him it sounds like you sent him the model.
You bash the hell out of him for not knowing what to do, yet you send him the model and expect him to do something with it?
Let's say that it's not true and you didn't send it to him.
you're still an asshole.
He doesn't even fucking have hammer, let alone knowing how to get the models into a compatible file type
[QUOTE=MaddaCheeb;34081058]So wait according to him it sounds like you sent him the model.
You bash the hell out of him for not knowing what to do, yet you send him the model and expect him to do something with it?
Let's say that it's not true and you didn't send it to him.
you're still an asshole.[/QUOTE]
Even if he did send it to him, the op seems to have whaled into this without knowing how hammer is going to react to a whopping great model, let alone how to use a modelling package to export into a format hammer can reconise.
It would be better for the op to reconstruct it into brushes, and use small models for detail, rather that recreating the entire thing as a model.
Even better idea op, try making this make once you know the ins and outs of hammer.
[QUOTE=IronPhoenix;34081381]Even if he did send it to him, the op seems to have whaled into this without knowing how hammer is going to react to a whopping great model, let alone how to use a modelling package to export into a format hammer can reconise.
It would be better for the op to reconstruct it into brushes, and use small models for detail, rather that recreating the entire thing as a model.
Even better idea op, try making this make once you know the ins and outs of hammer.[/QUOTE]
Nah, I don't see a reason for him to not make it right now. The alpha, while extremely small and not really even complete, shows potential. Even if he isn't the master at hammer, why not give it a shot?
[QUOTE=paulisdead18;34081487]Nah, I don't see a reason for him to not make it right now. The alpha, while extremely small and not really even complete, shows potential. Even if he isn't the master at hammer, why not give it a shot?[/QUOTE]
Because the final will probably suck, if it even gets finished.
[QUOTE=IronPhoenix;34081513]Because the final will probably suck, if it even gets finished.[/QUOTE]
Rude.
It's an experience and at the end of the day, even if it isn't fantastic, he might learn something.
[QUOTE=selby3962;34081744]Rude.
It's an experience and at the end of the day, even if it isn't fantastic, he might learn something.[/QUOTE]
This^
The map looks so realy amazing, holy fucking shit cant wait to play it............................... XD xd :) :D
[QUOTE=J-DAWG;34081841]The map looks so realy amazing, holy fucking shit cant wait to play it...............................[/QUOTE]
H00000lY FUCK!!!! Looks amazing................Can't wait too!...
[QUOTE=selby3962;34081744]Rude.
It's an experience and at the end of the day, even if it isn't fantastic, he might learn something.[/QUOTE]
Its akin to knowing how to ride a bicycle, and trying to fly a harrier jump jet.
[QUOTE=Jackwumbo;34081861]H00000lY FUCK!!!! Looks amazing................Can't wait too!...[/QUOTE]
[QUOTE=J-DAWG;34081841]The map looks so realy amazing, holy fucking shit cant wait to play it............................... XD xd :) :D[/QUOTE]
What the hell is going on here?
Ive updated the map
I am more working on the Small Detail Here some pictures
[img]http://img856.imageshack.us/img856/2273/gmdeadrisingentrancepla.jpg[/img]
[img]http://img225.imageshack.us/img225/2273/gmdeadrisingentrancepla.jpg[/img]
[img]http://img823.imageshack.us/img823/2273/gmdeadrisingentrancepla.jpg[/img]
[editline]6th January 2012[/editline]
I got Problem With the lighting is there a way to Remove all this ugly Shadow?
Compile with -final
You shouldn't work on the small details until you've sorted out the basic geometry.
[QUOTE=TCB;34082506]You shouldn't work on the small details until you've sorted out the basic geometry.[/QUOTE]
i did for the hallway .. i now need to start working on the store and the Front and Back section
Freako can kiss my ass if he comes back in his know it all attitude.
And hey that doesn't look half bad
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