• Interesting thought, converting a map into a model?
    14 replies, posted
Hi all. Well, the post title pretty much sums up my thinking. I have a small, enclosed map. I would like to spawn this map in... another map! To do this, I can think of 2 methods. 1) edit the 2 maps together as a megamap. 2) Convert the map into a model somehow. Now although I'm not an expert in these fields, I am technically competent, and understand that the way a map and a model are scripted may not be compatible. But I'm just wondering if anybody knows how to do it. The 2nd option would be more preferable, as the hope is the end result can be used in multiple maps. As long as I can Spawn this map, in other maps basically! Hope to hear some thoughts on this, lets really think outside the box on this one!
Ahem, [url]http://developer.valvesoftware.com/wiki/Propper[/url]
what a fantastic find! I'm surprised this even exists. I can see myself having a lot of fun playing with this. Thanks for your help!
As happy I am for you that you found a solution, I can't see this ending well for you.
[QUOTE=GLaDOS MkII;29588709]Hi all. Well, the post title pretty much sums up my thinking. I have a small, enclosed map. I would like to spawn this map in... another map! To do this, I can think of 2 methods. 1) edit the 2 maps together as a megamap. 2) Convert the map into a model somehow. Now although I'm not an expert in these fields, I am technically competent, and understand that the way a map and a model are scripted may not be compatible. But I'm just wondering if anybody knows how to do it. The 2nd option would be more preferable, as the hope is the end result can be used in multiple maps. As long as I can Spawn this map, in other maps basically! Hope to hear some thoughts on this, lets really think outside the box on this one![/QUOTE] Doesn't the new ASW/P2 method of mapping pretty much do this? v:v:v
[QUOTE=Kwaq;29595282]Doesn't the new ASW/P2 method of mapping pretty much do this? v:v:v[/QUOTE] Yeah, would it be possible with instances?
[QUOTE=Kwaq;29595282]Doesn't the new ASW/P2 method of mapping pretty much do this? v:v:v[/QUOTE] No, they still use brushwork. There is a lot of models though.
You're going to have a lot of trouble with shadows, lighting and most of all, optimization. I also can't see you getting around this without a lot of trouble. Incase you are serious about this though - if you are using 3DsMax you can also use this tool ([url]http://nemesis.thewavelength.net/index.php?p=45[/url]) to export brushes into 3dsMax or other 3d editing programs that support .obj files.
[QUOTE=FlyingAlien;29596496]You're going to have a lot of trouble with shadows, lighting and most of all, optimization. I also can't see you getting around this without a lot of trouble. Incase you are serious about this though - if you are using 3DsMax you can also use this tool ([url]http://nemesis.thewavelength.net/index.php?p=45[/url]) to export brushes into 3dsMax or other 3d editing programs that support .obj files.[/QUOTE] You can just export a dxf straight from hammer tbh, no need to use 3rd party tools.
Sure, you can propper it. Good luck with lighting. :jerkbag:
I mainly use propper for making basic models. Buildings and stuff turn out well but the lighting doesn't.
I wouldn't worry about the lighting so much on this particular map/model. But thank you for all your updates on the matter :) I'll take it all onboard
I have been thinking about giving something like this a go, making a map then exporting it, baking the lighting in a program, then exporting it to hl2, just to see what i end up with.
I'd be very interested to get updates on your progress :) Please keep me posted if you decide to go ahead
[QUOTE=Proj3ct_ZeRo;29627659]I have been thinking about giving something like this a go, making a map then exporting it, baking the lighting in a program, then exporting it to hl2, just to see what i end up with.[/QUOTE] And how are you going to apply the baked textures? you will quickly run out of video memory if you attempt to uniquely texture an entire map at any passable texture resolution. I can think of a couple of ways around this, but not really ideal ones.
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