• All GTA2 maps
    120 replies, posted
[QUOTE=nivek;24657881]This is very cool. Oh but what I would do for just a few blocks of the GTA IV map exactly replicated in source.[/QUOTE] Something gay, I'm sure of this.
@Wolfie13: Of course I will, but did you read my posts? [QUOTE=DasMatze;24651095]the limits aren't actual limits[/QUOTE] It's taking shape: [URL=http://img28.imageshack.us/i/11858257.jpg/][IMG]http://img28.imageshack.us/img28/2713/11858257.th.jpg[/IMG][/URL][URL=http://img521.imageshack.us/i/93901394.jpg/][IMG]http://img521.imageshack.us/img521/9017/93901394.th.jpg[/IMG][/URL][URL=http://img530.imageshack.us/i/72755888.jpg/][IMG]http://img530.imageshack.us/img530/6444/72755888.th.jpg[/IMG][/URL] That's about the half of the geometry of a quarter of the first map. :) = 1/24
[QUOTE=Teh_Medic;24669006]Something gay, I'm sure of this.[/QUOTE] I don't get it :saddowns:
[QUOTE=Legend286;24650172]Technically GTA3, VC, SA, LCS and VCS are all under "GTA3:"[/QUOTE] Ah, another who knows of the designaton of the "GTA III" era.
[QUOTE=AaronM202;24677607]Ah, another who knows of the designaton of the "GTA III" era.[/QUOTE] Isn't this known by everyone? All 3 games use gta3.img
Ontopic anyone? A little dumb video: [media]http://www.youtube.com/watch?v=joC-KM9a5Pg[/media]
I bet it'll be laggy. (I said the same thing in the comments)
[QUOTE=DasMatze;24672006]@Wolfie13: Of course I will, but did you read my posts?[/QUOTE] [QUOTE=DasMatze]The limits aren't actual limits[/QUOTE] Yes they are. Source has a brush and face limit that you WILL hit. You can go past the ones described in VRAD's final step, but the limit of 8192 brushes and 65536 faces that is enforced by the stock vbsp.exe and by [I]the size limit of a 32 bit variable (with regards to face ids[/I] can NOT be surpassed. Even if you compile VBSP yourself (as I have done). To allow it to compile regardless, you will just find source shitting itself and dying if you feed it a BSP with more than those limits. For comparison, gm_bigcity gets seriously close to the brush limit. This is already looking more detailed than that, so props to you for effort, but it doesn't change the fact that what you're doing is not possible.
[QUOTE=Wolfie13;24687727]Yes they are. Source has a brush and face limit that you WILL hit. You can go past the ones described in VRAD's final step, but the limit of 8192 brushes and 65536 faces that is enforced by the stock vbsp.exe and by [I]the size limit of a 32 bit variable (with regards to face ids[/I] can NOT be surpassed. Even if you compile VBSP yourself (as I have done). To allow it to compile regardless, you will just find source shitting itself and dying if you feed it a BSP with more than those limits. For comparison, gm_bigcity gets seriously close to the brush limit. This is already looking more detailed than that, so props to you for effort, but it doesn't change the fact that what you're doing is not possible.[/QUOTE] *cough*cough* PROPPER *cough*
@pawelte1: I don't think it'll lag much more than a usual map. If you stay on the streets, the vismesh will hide the unnecessary stuff. @Wolfie13: After doing more tests I see you're right. Sorry if I sounded like a smartass. So far I'm at about 1500 solids. So it'll be enough for the first map. I honestly doubted that three maps are possible. After your post I doubted that even one is possible. But a few minutes ago I noticed how much of an idiot I am. I used solids for everything even though the faces are on the same convex shape: [URL=http://img202.imageshack.us/i/10706869.jpg/][IMG]http://img202.imageshack.us/img202/4994/10706869.th.jpg[/IMG][/URL] I can save many solids. I have to redo a lot of the buildings now. Basicly I can put all the streets on a few brushes with that. Can you please tell me whether every face will be count or only the visible ones? @Korro Bravin: Yes, that would be an option. But I'd use SketchUp for it and only if it won't work out the usual way. --------------------------------- Today's progress: [URL=http://img15.imageshack.us/i/68447304.jpg/][IMG]http://img15.imageshack.us/img15/1286/68447304.th.jpg[/IMG][/URL] So I focus now on creating only one map. That has some advantages, even though I'd like to see a map with the triple size of it.
very very nice!
OK this looks interesting keep it up
Once you're done, give the light_environment a name, so it can be toggled on and off. It'll mean you have an instant day and night option.
Awesome work. Continue! I am looking forward to this. BTW Are you DasMatze that created that RCT3 stuff?
This is :razz:
First I noticed that the SketchUp export script merges the coplanar faces, then found a way to split faces in Hammer, and now I found out that coplanar faces aren't allowed. Even though I get no compile error, only one texture shows up on a split face with two textures applied. :( Now I can't decide whether I should cry or rage. I still could finish the whole map but the buildings would look horrible generic with their lack of variety concerning the textures. And that's what I tried to avoid, that was the point of this map. But the limited amount of brushes kills my ideas once again. There is only one more way to achieve what I wanted to achieve: creating one sided walls with every texture as a model and splitting up the face of it to get some sort of lightgrid (when compiling with staticproplighting). But the fact that the city is completely made out of models wouldn't let me sleep. Next time I announce a project that's not finished, hack my bank account, buy a flight ticket to Germany, visit me and kick me into my testicles.
[QUOTE=Korro Bravin;24689713]*cough*cough* PROPPER *cough*[/QUOTE] Don't you cough cough at me son I've been making shit maps since you were in the womb. In case you wern't aware, even with -staticproplighting you're losing light bouncing, so the map is [I]wasted[/I] because there isn't any radiosity (that is light bounce) information to use, the map ends up looking like poo. (Radiosity is more important than you think for lighting allyways, hallways and everything else, which GTA maps have in abundance. @Op you'd actually have a serious other problem with optimisation in an outdoor map like this. Because you have to have empty space above the buildings, and visleaves have an infinite height, there would actually be very little hiding. Not even func_occluders would help because much of what you're trying to hide is brushwork and occluders don't apply to brushes or brush entities. [editline]09:22PM[/editline] I wasn't trying to put you off, for the record, but I am trying to express the difficulty involved in this kind of thing. It's never as simple as "place brushes, texture, release" because source has it's limits set by what VALVe need. Oh well, roll on Source 2. [editline]09:25PM[/editline] If you felt major league ambitious you could probably make all the textures you needed individually (as in split as they would have to be) but then you'd just nuke your budget on texture memory rather than rendering faces.
[QUOTE=Wolfie13;24687727]Yes they are. Source has a brush and face limit that you WILL hit. You can go past the ones described in VRAD's final step, but the limit of 8192 brushes and 65536 faces that is enforced by the stock vbsp.exe and by [I]the size limit of a 32 bit variable (with regards to face ids[/I] can NOT be surpassed. Even if you compile VBSP yourself (as I have done). To allow it to compile regardless, you will just find source shitting itself and dying if you feed it a BSP with more than those limits. For comparison, gm_bigcity gets seriously close to the brush limit. This is already looking more detailed than that, so props to you for effort, but it doesn't change the fact that what you're doing is not possible.[/QUOTE] Correct me if I'm wrong. But Source is a primarily a 32bit program. So feeding it 64bit variables will cause issues.
[QUOTE=DasMatze;24714044]First I noticed that the SketchUp export script merges the coplanar faces, then found a way to split faces in Hammer, and now I found out that coplanar faces aren't allowed. Even though I get no compile error, only one texture shows up on a split face with two textures applied. :( Now I can't decide whether I should cry or rage. I still could finish the whole map but the buildings would look horrible generic with their lack of variety concerning the textures. And that's what I tried to avoid, that was the point of this map. But the limited amount of brushes kills my ideas once again. There is only one more way to achieve what I wanted to achieve: creating one sided walls with every texture as a model and splitting up the face of it to get some sort of lightgrid (when compiling with staticproplighting). But the fact that the city is completely made out of models wouldn't let me sleep. Next time I announce a project that's not finished, hack my bank account, buy a flight ticket to Germany, visit me and kick me into my testicles.[/QUOTE] And if you make one city each map? There got to be a solution around here
Actually, if the faces are flat against each-other on the grid, then they will auto-nodraw...
Yep, brush faces that are directly on a separate brush face and are not visible to the player in any direction are automatically culled in the compile process.
-snip-
[QUOTE=Wolfie13;24714640]Don't you cough cough at me son I've been making shit maps since you were in the womb. In case you wern't aware, even with -staticproplighting you're losing light bouncing, so the map is [I]wasted[/I] because there isn't any radiosity (that is light bounce) information to use, the map ends up looking like poo. (Radiosity is more important than you think for lighting allyways, hallways and everything else, which GTA maps have in abundance.[/QUOTE] Propper could be recoded to assemble the UV map so that no faces overlap (basically just having it extend beyond 0-1, thus wrapping around), then baking a lightmap for that prop and using the lightmap as a detail sheet on the texture, scaled up heaps, so that the whole "lightmap" covers the faces that are off in the UV coordinate region beyond 1.
That's some cool idea you got 'ere *snip*
[QUOTE=HiddenMyst;24724696]Propper could be recoded to assemble the UV map so that no faces overlap (basically just having it extend beyond 0-1, thus wrapping around), then baking a lightmap for that prop and using the lightmap as a detail sheet on the texture, scaled up heaps, so that the whole "lightmap" covers the faces that are off in the UV coordinate region beyond 1.[/QUOTE] That won't solve anything. Lighting is best left to VRAD and to create every single lightmap into a detail texture would take up all your texture memory.
Since nothing works out as expected I lost the motivation to work on this map. So the progress is very slow. If I read correctly, the Source engine is based on the Quake engine. And that allowed 32768 brushes. So the point of the limits seem to limit only my creativity. I will continue but it won't look any better than right now in the development stage because of the repeating textures. [URL=http://img821.imageshack.us/img821/5412/82849567.jpg][IMG]http://img821.imageshack.us/img821/5412/82849567.th.jpg[/IMG][/URL]
[img]http://img143.imageshack.us/img143/5521/hammerlimitspicturedb3.jpg[/img] Source engine limits.
Makes me laugh when I look at that. Unreal is exactly the opposite in that it's limits are more like: [quote] Everything: As much as your computer can handle [/quote] Seriously.
[QUOTE=Legend286;24733255]Makes me laugh when I look at that. Unreal is exactly the opposite in that it's limits are more like: Seriously.[/QUOTE] [img_thumb]http://knowyourmeme.com/i/000/052/812/original/Deal_with_it_dog_gif.gif?1275684729[/img_thumb]
Personally i find Downtown, Residential and Industrial horrible maps. Check out some great community-made maps here: [URL]http://gtamp.com/maps/[/URL]. There are community-made tools as well and you may like this one: [URL]http://gtamp.com/forum/viewtopic.php?f=4&t=83[/URL]. There has also been some reverse engineering going on on the actual game. This may be less relevant for your current project but it's still an impressive list of changes: [URL]http://gtamp.com/forum/viewtopic.php?f=4&t=73[/URL]. Good luck with your project, seeing GTA2 in Gmod gives me a warm fuzzy feeling inside :3.
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