[QUOTE]Except we go back to where you say "stretching 1 unit thick brushes to remake original brushes" fixes everything. You never said anything about doing other things to the decompiled map.[/QUOTE]
I did not say stretching brushes fixed everything. Then again I was not going to spend an entire post describing each situation and the solution to it.
[QUOTE]
It's far less difficult to delete corrupt brushes and replace them with new ones. Dealing with offgrid nonsense, resizing and clipping takes far more time.
[/QUOTE]
I am starting to think the problem here is that we have two entirely different concepts of what a corrupt brush is, because if you mean the crazy lines or the badly-shaped plates, I can agree those are useless by themselves, but you can use the stable plates as directions for new brushes.
[QUOTE]What are you gloating about here again? You post pictures of obviously unfinished and broken map ports. And why are you acting like I want them? If I wanted them, I'd port them myself, not use your unfinished nonsense.[/QUOTE]
I was planning a public release of some maps and asked defcon to help me test them. The errors are because I forgot to send him some materials. Not only do those maps work fine, they are as finished as they can get.
Well, as finished as they can get before I remember something else I want to put in.
[QUOTE=GiGaBiTe;46670164]Blabla ....[/QUOTE]
C'mon show us what you can do instead of criticizing what other people do, no one asked for your opinion here.
[QUOTE=GiGaBiTe;46670164]'m assuming he means these maps:
[t]http://cloud-4.steampowered.com/ugc/532879058661455110/A89EA6835C45C49CBCD01418391B98984F64675A/[/t]
[t]http://cloud-4.steampowered.com/ugc/532879058661454341/7DF1125A0635E907773BE6D3D47D3CB44C92F51B/[/t]
They're not hard to find.[/QUOTE]
Yup, these are the ones.
Mainly all i need is the layout and doors. If the furniture and breakable objects can't get in, well, those are easily replaceable with half life 2 props. It'd probably look better, too. Those cars are hella ugly.
[QUOTE=DEFCON SHARK;46671068]C'mon show us what you can do instead of criticizing what other people do, no one asked for your opinion here.[/QUOTE]
If you [I]really[/I] want me to.
ff_casbah:
[t]http://cloud-4.steampowered.com/ugc/532879058666788859/D5C4ACC4D751FAF2CE140715F440ACDCE84A5AA7/[/t]
dm-deck16][:
[t]http://cloud-4.steampowered.com/ugc/532879058666849722/8071BE1A7FB4542F1E3397AE006774860EA9B5FD/[/t]
ctf-lavagiant:
[t]http://cloud-4.steampowered.com/ugc/532879058666850404/9EADBF1E969549D4ACE621EE0B4F9D74D437DF99/[/t]
zm_3dubka_v3a:
[t]http://cloud-4.steampowered.com/ugc/532879058666851172/0EC8FA4EE122B3FD6B9145EB0F1C7795C8B80185/[/t]
Hollywood Holocaust:
[t]http://cloud-4.steampowered.com/ugc/505827628463752148/ABC5946F535F453F481995671DB7875F53141AAB/[/t]
I could post more but I think that's enough?
That lavagiant map looks really good, i've never seen it before. Perhaps you could upload it to the workshop or make a download link?
It's been there for quite awhile now.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=321296232[/url]
[QUOTE=Portugalotaku;46670510]but you can use the stable plates as directions for new brushes.[/QUOTE]
So we're back to using old geo as a base to draw over and deleting old geo.
Why don't we get back on track and have someone help OP out, or not.
[QUOTE]So we're back to using old geo as a base to draw over and deleting old geo.
Why don't we get back on track and have someone help OP out, or not. [/QUOTE]
I did suggest not derailing the thread any further twice.
So far I found this copy of drive_in:
[url]http://www.gamemaps.com/details/12765[/url]
There are fortunately no crazy lines so rebuilding it should be easy. Although with the custom textures it will take me some time to have it ready.
For private beach, I have not found a download yet.
Fortunate. I actually go to that site for left 4 dead 2 mods- didn't actually know it had more than just that :suicide:
off topic of my thread here but how does one upload to the gmod workshop?
i ported a couple of maps from dod:s (just copypasting .bsp's, nothing hard there) and hl2dm and i want to upload them to the workshop.
[QUOTE]off topic of my thread here but how does one upload to the gmod workshop?
i ported a couple of maps from dod:s (just copypasting .bsp's, nothing hard there) and hl2dm and i want to upload them to the workshop. [/QUOTE]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=160789919[/url]
Maybe this will help?
Map geometry is about 50% now, but the hardest part comes next.
let me guess- the custom textures.
[QUOTE=Galen;46685525]let me guess- the custom textures.[/QUOTE]
No that part is easy, only a bit boring and time-wasting.
The problem is just the trickier parts of the geometry which will take some time.
The map has a strange design decisions though. They made the movie screen a bunch of walls with different textures that toggle on and off in sequence. I will compile the textures into an animated one, It will be simpler that way.
[QUOTE=Galen;46685473]off topic of my thread here but how does one upload to the gmod workshop?
i ported a couple of maps from dod:s (just copypasting .bsp's, nothing hard there) and hl2dm and i want to upload them to the workshop.[/QUOTE]
You can't, they're copyrighted because they belong to paid games. Garry's Mod will automatically mount these maps (and the other game resources) when you own them and have them installed.
[QUOTE=Sonador;46685658]You can't, they're copyrighted because they belong to paid games. Garry's Mod will automatically mount these maps (and the other game resources) when you own them and have them installed.[/QUOTE]
custom maps, i mean.
[QUOTE=Galen;46685473]off topic of my thread here but how does one upload to the gmod workshop?
i ported a couple of maps from dod:s (just copypasting .bsp's, nothing hard there) and hl2dm and i want to upload them to the workshop.[/QUOTE]
Have you checked if they are not on the workshop yet ? if it's that easy to do,maybe someone did it before you. If you want to learn how to do that, search with Google, there are a lot of tutos on the internet.
[QUOTE=DEFCON SHARK;46690986]Have you checked if they are not on the workshop yet ? if it's that easy to do,maybe someone did it before you. If you want to learn how to do that, search with Google, there are a lot of tutos on the internet.[/QUOTE]
They ain't on there, i just searched the map names.
What's the progress on drive_in? i would assume anywhere between 60% and 80%.
Due to university work progress on maps has been slow. I will probably release one of my other maps before I finish this one. Look me up on steam so I can give you the map when it is done and we can end this thread.
Will do. Thank you for your help, i greatly appreciate it.
Dude, there completley different engines with completley different coding.
You need to use mapfool for textures, and i'd recommend using Sledge for importing the .rmf and exporting the .vmf, hammer to get the .vmf and changing the entitys for sources equiv.s (func_wall-func_detail, SKY-tools/toolsskybox(texture), ect.) plus source exporting, and bspsrc to decompile the original map. Yyyyyyyyyyeaahhh.
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