• Converting Model files to Hammer
    46 replies, posted
Hey Everyone, I have been wondering how I will be able to convert a model scenario from 3DS Max such as an .obj into Hammer, to be ported to Source. I know this is possible as one person (under the name 'BattlePope' on Steam has managed to convert a Scene (Roman's Apartment) from GTA IV, of which could not have been done in Hammer alone. I have a feeling this could have been done with WallWorm but I am reluctant to tinker with it for now until I know more about it's features and whether it can help or not. Here is a link to show you what I have seen: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=242904776[/url] [IMG]http://cloud-4.steampowered.com/ugc/576766211214453037/4F50B95F4F3A7276FB15CCC4AF09067156E66875/637x358.resizedimage[/IMG] If someone could give me a pointer on how to do this I'd appreciate it. I have a model of which is just one .obj, one texture and is from the PS1 Spyro games. This would be magnificent if I could get this to work. [IMG]http://i.imgur.com/dBGzStu.png[/IMG] Thanks for reading, and I hope someone can show me how.
I recommend Wall Worm model tools, comes with every thing you need for compiling into source in one 3ds Max script. You can export as VMFs too so that's a bonus [url]http://dev.wallworm.com/topic/47/vmf_exporter.html[/url] [editline]4th January 2015[/editline] Ah I missed your part about wall worm in the OP Wall Worm is your best and easiet option to be honest.
get the fuck out of here is that the dragon realm from spyro 3 I would PAY CASH MONEY to have that converted to a hammer sandbox map
It does seem that WallWorm has what I need to be done, and probably what BattlePope used for his map. I am as I type this trying to get this to work by messing around with the WallWorm settings. Any heads up would be much appreciated, like how I should go about doing this in WallWorm. I have tried using 'Export scene to VMF' but it doesn't do it correctly and Hammer hates it and says "FATAL ERROR - Missing material 'editor/wireframe". I probably do not have the SDK set up properly with WallWorm as it has been a long time since messing with it. Thanks for all your replies, and Sonador, yes it is :D [editline]4th January 2015[/editline] Edit: My bad, that was because I had used the wrong Hammer. Here is my error I get now: Valve Software - vbsp.exe (Dec 11 2006) 4 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials Loading C:\Users\Josh\Desktop\glims3.vmf fixing up env_cubemap materials on brush sides... material "skybox/sky_day01_01rt" not found Can't load skybox file skybox/sky_day01_01 to build the default cubemap! No such variable "$hdrbasetexture" for material "___error" Can't load skybox file skybox/sky_day01_01 to build the default cubemap! Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (16 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Valve Software - vvis.exe (Nov 8 2007) 4 threads reading c:\users\josh\desktop\glims3.bsp Error opening c:\users\josh\desktop\glims3.bsp Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- Command line: "C:\Program Files (x86)\Steam\SteamApps\common\SourceSDK\bin\ep1\bin\vrad.exe" "-game" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "-ldr" "-final" "-StaticPropLighting" "-TextureShadows" "-StaticPropPolys" "C:\Users\Josh\Desktop\glims3.vmf" usage : vrad [options...] bspfile example: vrad c:\hl2\hl2\maps\test (goes on to say common options etc) [editline]4th January 2015[/editline] This is way too frustrating, I keep getting either an error like above, or a blank 604kb empty .vmf file or a block array error.
I'm busy with a major update to WW right now so can't spend too much time with this. But here is my advice: 1) Install the latest DEV version of WW linked at [URL]http://www.wallworm.net/index.php/topic,1200.0.html[/URL] . This has a few fixed to the VMF exporter that are not in the public link. 2) Understand that you must TAG geometry in the VMF Exporter. The VMF exporter will only export as world geometry those objects that you've told it are World Geometry. Use the Level Design menus for this or Anvil. 3) Understand that world geometry in Source must be Convex. If the model is NOT convex, it won't export as valid world geometry.* 4) Wall Worm will export concave geometry as long as the individual ELEMENTS of the geometry are valid, convex elements. In this case, tag it as a Concave Brush in the WW > Level Design menus. 5) Those things that cannot export as brushes because they are not proper geometry must be exported as models. You can do this with the WWMT UI or in the Models tab of Anvil (to export a bunch at once). You may get a bunch of helpful info here: [URL="http://www.wallworm.com/projects/utilities/Hammered-to-the-Max.pdf"]Hammered to the Max: A Hammer User's Guide to 3ds Max[/URL].
[QUOTE=wallworm;46855717]I'm busy with a major update to WW right now so can't spend too much time with this. But here is my advice: 1) Install the latest DEV version of WW linked at [URL]http://www.wallworm.net/index.php/topic,1200.0.html[/URL] . This has a few fixed to the VMF exporter that are not in the public link. 2) Understand that you must TAG geometry in the VMF Exporter. The VMF exporter will only export as world geometry those objects that you've told it are World Geometry. Use the Level Design menus for this or Anvil. 3) Understand that world geometry in Source must be Convex. If the model is NOT convex, it won't export as valid world geometry.* 4) Wall Worm will export concave geometry as long as the individual ELEMENTS of the geometry are valid, convex elements. In this case, tag it as a Concave Brush in the WW > Level Design menus. 5) Those things that cannot export as brushes because they are not proper geometry must be exported as models. You can do this with the WWMT UI or in the Models tab of Anvil (to export a bunch at once). You may get a bunch of helpful info here: [URL="http://www.wallworm.com/projects/utilities/Hammered-to-the-Max.pdf"]Hammered to the Max: A Hammer User's Guide to 3ds Max[/URL].[/QUOTE] Thanks a bunch, I'll have a read through this when I can :)
I would honestly break that scene up into multiple models and remake things like the ground as brushwork. Trying to either export it all as one model or as all brushwork will be an optimization nightmare.
I do have one question, must I have a Skybox made inside 3DS Max in order to do this, because I wanted originally to just import the model as a single brush, but remake the floor as wazanator suggested. Would it be possible to make a .vmf of which has just the data of the brush, so I can build the rest of the map in Hammer around it. If not, it looks like I am going to have to split the map into separate models and do it the longer way, but hopefully it is possible to do what I have suggested. Thanks for your input, I appreciate it.
[QUOTE=Coolcrash05;46859049]I do have one question, must I have a Skybox made inside 3DS Max in order to do this, because I wanted originally to just import the model as a single brush, but remake the floor as wazanator suggested. Would it be possible to make a .vmf of which has just the data of the brush, so I can build the rest of the map in Hammer around it. If not, it looks like I am going to have to split the map into separate models and do it the longer way, but hopefully it is possible to do what I have suggested. Thanks for your input, I appreciate it.[/QUOTE] There is no right answer. If you are an expert in 3ds Max and understand the Wall Worm workflow, there is no need to go to Hammer at all. But this is dependent on understanding how Max/WW/Source work together. I would not waste time in Hammer. I suggest [URL="http://www.wallworm.com/projects/utilities/Hammered-to-the-Max.pdf"]reading the guide I linked above for the general workflow[/URL]. In any event, if you want to finish the level in Hammer, you can split the model up into multiple models. The fastest way for that, assuming the model is one editable poly, is to detach elements as new objects. Once you have them broken as desired, select all of those object, go to the IK tab, choose Affect Pivot Only and then click the Center to Object. Now click the Utilities Tab and use the Reset XForm utility to the selection, then convert them to Editable Poly. Open the [B]Global WW Settings[/B] and make sure the [B]SMD Exporter is set to WW SMD Exporter[/B]. Now open Wall Worm > Wall Worm Level Design > [B]Anvil[/B]. Go to the [B]models tab[/B] and check the following checkboxes: [B]$staticprop[/B], [B]Local $Origin[/B] and [B]Origin in SMD[/B]. Set the desired $surfaceprop, material path and folder path. Then click the Quick WWMT button. (If you don't see the whole rollout, simply collapse the Proxy rollout above.) Now the WWMT helpers are made [I]and selected[/I], click the [B]Quick Hulls[/B] button. (Those parts that need concave hulls should be broken up with Detach to Elements inside the specific editable poly before you run Quick Hull.) Now [I]with the WWMT helpers still selected[/I], click the [B]Quick Compile[/B] button. Now click the [B]All Textures[/B] button. ([I]Assuming the textures are TGA[/I] then this will export the materials to VMT and textures to VTF). Now click the [B]Export VMF[/B] button to the right. Make sure the Compile Map on Export option is off, since your level is not sealed with world geometry. You could seal the level with brushes and add entities right in Max with the WW tools, or you can export this as a VMF with you props in place because of the steps above and finish in Hammer. I'm a broken record anymore with the Source community on this... but you will find that your life is way easier if you learn that you can do all of the Source level design right inside Max. No need to use Hammer.
Here's how to make (mostly) hammer acceptable brushes out of polygon meshes. This method is a bit questionable and rather unoptimized, but it's one of the better ways to make models into brushes or model collision. First, duplicate your mesh just in case something goes wrong. (Ctrl + v with it selected) [t]http://i.imgur.com/XzRwsPA.png[/t] Second, (this is optional, but recommended on most faces.) select the edges that make the quads into tris and hit "remove" [t]http://i.imgur.com/DhTIJmy.png[/t] 4th, simply select all of edges in edge mode ,or just the ones touching the other polygons, [t]http://i.imgur.com/Hh1sph0.png[/t] 5th, go into polygon mode and select all the polygons, and hit "extrude" select any distance of extrusion you like as long as it's negative, and the extrusion is set to "polygon" [t]http://i.imgur.com/g21OpdL.png[/t] 6th, After you've extruded, go back to edge mode and your edges should still be selected. Simply hit "split" [t]http://i.imgur.com/ULX9xSX.png[/t] 7th, Once those edges are split, go to "border" mode and select all then hit "cap" [t]http://i.imgur.com/4cWd9Jr.png[/t] Finally, go into polygon mode, select all, and hit "flip normals" and if it's collision for a model, set all smoothing groups to "1" [t]http://i.imgur.com/kBHIvtb.png[/t] [t]http://i.imgur.com/SN8DK5y.png[/t] Hope this helps a bit. It's not the best way, but it's pretty fast and works for me. (Note, even when capping, it preserves the uvs, so textures will look the same. Feel free to clean it up and make elements convex if they need to (select verts and "connect" them) Alternatively, you can take your edges, go ahead and split them all, then shift+drag them down, then go to border and cap them. Works well if you need cleaner geometry, but is a bit limited [t]http://i.imgur.com/AJmvgZ8.png[/t] [t]http://i.imgur.com/mbUTG5F.png[/t] [t]http://i.imgur.com/tqpOD1G.png[/t] [t]http://i.imgur.com/GMS3Vsm.png[/t] I can help you get it to work if you add me on steam. [url]http://steamcommunity.com/id/barnwellewell/[/url]
Stiffy's info is useful, but the process can be condensed and has a few things to consider if exporting as brushes with WW. 1) You should be careful about turning all the tris into Quads. For brushes, whether faces are tris, quads or ngons is dependent on the geometry itself. What you should do is merge only those tris that should be part of a single side of a brush as a single Polygon--and it's fine for these to be NGons (and NGons sides are more appropriate than quads if the quads are part of the same brush Side). Sometimes removing an edge between two tris to create a quad generates invalid geometry (think of a Pyramid as an example--each side of the pyramid needs to keep its edges and remain a distinct Polygon). That isn't to say that removing tris is bad. Far from it. But for brushes, what edges to remove has an effect on the outcome. Each brush side should only be one Polygon, regardless of the tri-count in it. Because this is not taken into account, the final brush above will not export accurately with WW unless you turn on Break Non-Planar Polygons in the VMF Exporter--which should not be used if you are using WW as your entire level editor--because this invalidates brush side numbers used with many entities like info_overlay, infodecal, env_cubemap, etc. 2) The extrusion mentioned in step #5 doesn't have to be negative. It could also be positive. The direction of the negative/positive is dependent on the starting geometry and which side the normals are facing. This is important, because some importers may have brought in the geometry with an opposite vertex/tri ordering and the normals might be incorrect. 3) Flipping the normals is only required if the normals are facing the wrong way. In the example above, like with extrusion, that is dependent on the original direction of the normals in the starting geometry. 4) Using the example above, you will get more consistent and cleaner results if you select those polygons that are the result of the CAP and in the Modify Tab, use the Make Planar. For a brush that was extruded up/down in Z, using the Z button next to Make Planar will likely be the function you want. For off angles, you may find this is not desired. Using this method must be done only if the results will keep the geometry convex. ****** A very useful tool for this kind of work (and a general tool I use in brush design itself) is [URL="http://www.scriptspot.com/3ds-max/scripts/face-breaker"]Face Breaker[/URL]. It can help you work faster. It isn't going to solve all problems but helps you get to your final result faster.
[QUOTE=wallworm;46862147]Stiffy's info is useful, but the process can be condensed and has a few things to consider if exporting as brushes with WW. 1) You should be careful about turning all the tris into Quads. For brushes, whether faces are tris, quads or ngons is dependent on the geometry itself. What you should do is merge only those tris that should be part of a single side of a brush as a single Polygon--and it's fine for these to be NGons (and NGons sides are more appropriate than quads if the quads are part of the same brush Side). Sometimes removing an edge between two tris to create a quad generates invalid geometry (think of a Pyramid as an example--each side of the pyramid needs to keep its edges and remain a distinct Polygon). That isn't to say that removing tris is bad. Far from it. But for brushes, what edges to remove has an effect on the outcome. Each brush side should only be one Polygon, regardless of the tri-count in it. Because this is not taken into account, the final brush above will not export accurately with WW unless you turn on Break Non-Planar Polygons in the VMF Exporter--which should not be used if you are using WW as your entire level editor--because this invalidates brush side numbers used with many entities like info_overlay, infodecal, env_cubemap, etc.[/QUOTE] I suggested quads as it allows you to have fewer brushes, and in most cases that works. (just re-triangulate what's necessary. [QUOTE=wallworm;46862147]2) The extrusion mentioned in step #5 doesn't have to be negative. It could also be positive. The direction of the negative/positive is dependent on the starting geometry and which side the normals are facing. This is important, because some importers may have brought in the geometry with an opposite vertex/tri ordering and the normals might be incorrect.[/QUOTE] I suggested it be negative as it preserves the original face's position. If you extruded with a positive number you wouldn't have to flip normals [QUOTE=wallworm;46862147]4) Using the example above, you will get more consistent and cleaner results if you select those polygons that are the result of the CAP and in the Modify Tab, use the Make Planar. For a brush that was extruded up/down in Z, using the Z button next to Make Planar will likely be the function you want. For off angles, you may find this is not desired. Using this method must be done only if the results will keep the geometry convex.[/QUOTE] As these are saved in 3DS max, clean brushes aren't entirely necessary, and you can just nodraw and func_detail the rest of the faces. This is mostly a tip to quickly turn models into acceptable brushes and collision, and as I said there are far better and more clean ways to do it. Such as the face extrusion, then the make planar.
It was great info, Stiffy :) I am just used to getting emails from novice Max users; clarifying the issue of the normal direction at least plants some seeds of curiosity for further self-education for those who don't know certain terms or techniques well. The direction of the extrude and whether normals need flipped are simply dependent on the specific object's topology... so the rule just needed some clarification. Another piece of advice relevant for this thread: In Stiffy's example with adding back an edge to split a non-planar polygon with the Vertex Connect function. This method is very solid. However, if you have many polygons that need split, a faster way is to select the object and add a Turn To Poly modifier on it. Then check these settings: Keep Polygons Convex and Require Planar Polygons (and turn off the Limit Polygon Size).
Thankyou guys, I shall hopefully get back to my PC tomorrow, and I will try what advice you have given me. Appreciate it loads, and if it works, it will be a start of some very interesting maps to be released :)
I have now separated every piece of the map as separate models, so everything is detached from the floor. I have made the floor the world geometry and the rest as funct detail. I have also made extrusions to the parts of the model too. I am not as advanced as some of the methods shown to me, so I did what I could for now. This is the first time I have got the compiler to compile, however I am getting nothing but complete garble out of it, so I assume I should try and get the model fixed in another way. Anyway, here is what I get from the log now: Valve Software - vbsp.exe (Dec 7 2014) 4 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials Loading C:\Users\Josh\Desktop\reallm.vmf "materials/material #27.vtf": cached version doesn't exist Brush 6: no visible sides on brush Brush 6: no visible sides on brush Brush 6: no visible sides on brush Could not locate gameinfo.txt for Instance Remapping at gameinfo.txt fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0 5120.0 -1994.1) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 4608.0 -1994.1) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 3584.0 -1994.1) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0 5120.0 -1994.1) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 5120.0 -1994.1) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 5120.0 -1994.1) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 2560.0 -1994.1) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0 1536.0 -1994.1) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: *** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 48 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) material "skybox/sky_day01_01rt" not found. Can't load skybox file skybox/sky_day01_01 to build the default cubemap! Can't load skybox file skybox/sky_day01_01 to build the default cubemap! Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (16 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 612 texinfos to 1 Reduced 1 texdatas to 1 (13 bytes to 13) Writing C:\Users\Josh\Desktop\reallm.bsp 0 seconds elapsed Valve Software - vvis.exe (Dec 7 2014) 4 threads reading c:\users\josh\desktop\reallm.bsp Empty map Valve Software - vrad.exe SSE (Dec 7 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\josh\desktop\reallm.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.00 seconds) 0 faces 0 square feet [0.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) Build Patch/Sample Hash Table(s).....Done<0.0000 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 24/8192 288/98304 ( 0.3%) brushsides 1465/65536 11720/524288 ( 2.2%) planes 2970/65536 59400/1310720 ( 4.5%) vertexes 1/65536 12/786432 ( 0.0%) nodes 77/65536 2464/2097152 ( 0.1%) texinfos 1/12288 72/884736 ( 0.0%) texdata 1/2048 32/65536 ( 0.0%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 0/65536 0/3670016 ( 0.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 0/65536 0/3670016 ( 0.0%) leaves 79/65536 2528/2097152 ( 0.1%) leaffaces 0/65536 0/131072 ( 0.0%) leafbrushes 0/65536 0/131072 ( 0.0%) areas 1/256 8/2048 ( 0.4%) surfedges 0/512000 0/2048000 ( 0.0%) edges 1/256000 4/1024000 ( 0.0%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 274/393216 ( 0.1%) LDR ambient table 79/65536 316/262144 ( 0.1%) HDR ambient table 79/65536 316/262144 ( 0.1%) LDR leaf ambient 40/65536 1120/1835008 ( 0.1%) HDR leaf ambient 79/65536 2212/1835008 ( 0.1%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/12 ( 8.3%) pakfile [variable] 54/0 ( 0.0%) physics [variable] 16/4194304 ( 0.0%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 1 Total triangle count: 0 Writing c:\users\josh\desktop\reallm.bsp 0 seconds elapsed Valve Software - vrad.exe SSE (Dec 7 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\josh\desktop\reallm.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.00 seconds) 0 faces 0 square feet [0.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) Build Patch/Sample Hash Table(s).....Done<0.0000 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 24/8192 288/98304 ( 0.3%) brushsides 1465/65536 11720/524288 ( 2.2%) planes 2970/65536 59400/1310720 ( 4.5%) vertexes 1/65536 12/786432 ( 0.0%) nodes 77/65536 2464/2097152 ( 0.1%) texinfos 1/12288 72/884736 ( 0.0%) texdata 1/2048 32/65536 ( 0.0%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 0/65536 0/3670016 ( 0.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 0/65536 0/3670016 ( 0.0%) leaves 79/65536 2528/2097152 ( 0.1%) leaffaces 0/65536 0/131072 ( 0.0%) leafbrushes 0/65536 0/131072 ( 0.0%) areas 1/256 8/2048 ( 0.4%) surfedges 0/512000 0/2048000 ( 0.0%) edges 1/256000 4/1024000 ( 0.0%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 274/393216 ( 0.1%) LDR ambient table 79/65536 316/262144 ( 0.1%) HDR ambient table 79/65536 316/262144 ( 0.1%) LDR leaf ambient 40/65536 1120/1835008 ( 0.1%) HDR leaf ambient 40/65536 1120/1835008 ( 0.1%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/12 ( 8.3%) pakfile [variable] 54/0 ( 0.0%) physics [variable] 16/4194304 ( 0.0%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 3 Total triangle count: 0 Writing c:\users\josh\desktop\reallm.bsp 0 seconds elapsed To top it off, in Garry's Mod (used so I could test map with textures) it won't even load, telling me there is no planes. Here are some screens for more info: [IMG][img]http://i.imgur.com/oXsf8HZ.jpg[/img][/IMG] What my scene looks like [img]http://i.imgur.com/zWxiU3m.png[/img] What it looks like in Hammer [img]http://i.imgur.com/muE6LIk.jpg[/img] What it looks like in HL2 after import into hammer to give skybox. I bet this is a pain for those reading, but hopefully I can understand a little clearer after my mistakes are noticed. I know I should probably be a bit more patient as I usually only ever post on here like this unless it's a last resort. Thanks guys.
I think the main thing you have to realize is that ONLY sealed, convex geometry that has no coplanar polygons and all polygons are planar will export as world geometry and func_details . ALL objects that do not fit those requirements must be exported as models OR edited to match the rules.
I am thinking of just exporting everything else as models and leaving the floor in tact at this moment in this case. I take it my floor is probably concave, following your examples in your guide so I may just retry editing it or something. I have noticed that it only exported before when there was convex shapes so editing it I shall further look into it seems. Thanks for the quick reply, my internet cut off, hence the slow reply. [editline]7th January 2015[/editline] Ok, so now I have decided to tag all the models (all selected at once if that means anything) and selected "Include Export Of Model" under the Level Design. The floor I have just left at convex. I get this error, now I know that I have not touched on the floor yet, but there is no models showing and I get this error: Valve Software - vbsp.exe (Dec 7 2014) 4 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials Loading C:\Users\Josh\Desktop\workplsq.vmf "materials/material #27.vtf": cached version doesn't exist Brush 3, Side 7: duplicate plane Brush 4: no visible sides on brush Brush 4: no visible sides on brush Brush 4: no visible sides on brush Brush 13: bounds out of range Brush 13: bounds out of range Brush 15: bounds out of range Brush 15: bounds out of range Brush 18: no visible sides on brush Brush 18: no visible sides on brush Brush 18: no visible sides on brush Brush 20: no visible sides on brush Brush 20: no visible sides on brush Brush 20: no visible sides on brush Brush 21: no visible sides on brush Brush 21: no visible sides on brush Brush 21: no visible sides on brush Brush 24, Side 13: duplicate plane Brush 28: no visible sides on brush Brush 28: no visible sides on brush Brush 28: no visible sides on brush Could not locate gameinfo.txt for Instance Remapping at gameinfo.txt fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15872.0 1024.0 -8686.8) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0 512.0 -8686.8) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0 -512.0 -8686.8) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0 -1536.0 -8686.8) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14848.0 1024.0 -8686.8) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13824.0 1024.0 -8686.8) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12800.0 1024.0 -8686.8) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0 -2560.0 -8686.8) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: *** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... HashVec: point outside valid range Valve Software - vvis.exe (Dec 7 2014) 4 threads reading c:\users\josh\desktop\workplsq.bsp Error opening c:\users\josh\desktop\workplsq.bsp Valve Software - vrad.exe SSE (Dec 7 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\josh\desktop\workplsq.bsp Error opening c:\users\josh\desktop\workplsq.bsp I am actually close to giving up on this now, this is not simple. It is infuriating and tedious. I didn't expect it to be simple, but I suppose there is more to learn.
It's because the map is [URL="https://developer.valvesoftware.com/wiki/Leak"]leaking[/URL]. If you do end up giving up, maybe toss to me? and I can see if I can get it working.
[QUOTE=Stiffy360;46877851]It's because the map is [URL="https://developer.valvesoftware.com/wiki/Leak"]leaking[/URL]. If you do end up giving up, maybe toss to me? and I can see if I can get it working.[/QUOTE] I wouldn't mind tossing it to you if you can show me what you have done to fix it, so I can start porting other maps (I only used this one as a test as it has less stuff in it than levels like Summer Forest and Artisans Homeworld).
So I've been making some progress on the exterior geometry of Blood Gulch that I think might be useful here. Source levels need to be made entirely of convex blocks that ideally are on grid as much as physically possible. Unfortunately, most of every other engine out there uses maps built out of 2d triangle models-- which source supports, but only as modeled entities. So my solution has been as follows: -Save the entire level geometry (to scale) through WallWorm as a prop_static (for example, since halo uses 1 ft = 10 units, I had to multiply the scale by 1.2 to convert to source's 1 ft = 12 units) -Place prop_static where you'd like to start building the level -"trace" the level with blocks as you'd build any other level in Hammer. I've only been working with Hammer for a few months so this might not be the best advice, but it's the most reliable way I've found to keep proportions accurate-- even if it feels a bit like cheating. Making the blocks in 3ds max might work, but in my opinion it adds complexity and reliance on sometimes-fickle exporting tools.
[QUOTE=Itszutak;46878206]So I've been making some progress on the exterior geometry of Blood Gulch that I think might be useful here. Source levels need to be made entirely of convex blocks that ideally are on grid as much as physically possible. Unfortunately, most of every other engine out there uses maps built out of 2d triangle models-- which source supports, but only as modeled entities. So my solution has been as follows: -Save the entire level geometry (to scale) through WallWorm as a prop_static (for example, since halo uses 1 ft = 10 units, I had to multiply the scale by 1.2 to convert to source's 1 ft = 12 units) -Place prop_static where you'd like to start building the level -"trace" the level with blocks as you'd build any other level in Hammer. I've only been working with Hammer for a few months so this might not be the best advice, but it's the most reliable way I've found to keep proportions accurate-- even if it feels a bit like cheating. Making the blocks in 3ds max might work, but in my opinion it adds complexity and reliance on sometimes-fickle exporting tools.[/QUOTE] That sounds like a good idea, however, I can barely use hammer for creating anything that isn't curved, so I'd be screwed making a bumpy floor. I am hardly a good 3D modeler either, so I wanted to port the map as is, this way it is at least almost a pure conversion. Nice tip though, and it would be awesome if I could just prop_static everything in the map to get it to work, but I know it wouldn't be as simple as that and would be poorly optimized.
[QUOTE=Coolcrash05;46878522]That sounds like a good idea, however, I can barely use hammer for creating anything that isn't curved, so I'd be screwed making a bumpy floor. I am hardly a good 3D modeler either, so I wanted to port the map as is, this way it is at least almost a pure conversion. Nice tip though, and it would be awesome if I could just prop_static everything in the map to get it to work, but I know it wouldn't be as simple as that and would be poorly optimized.[/QUOTE] oh, I forgot to mention-- the prop_statics are for reference only. They shouldn't go in the final map, or you'll have serious lighting problems (not to mention no collision, since source uses convex low-poly collision meshes...) The bumpy floor is a bunch of triangles. If you use triangular brushes you can mimc the triangles on the floor, and use the vertex tool to shift them to the correct angle. The bushes and other detailed objects could be done with prop_statics, since that's how Valve does it on their maps-- if you want inspiration on when to use props and when to use brushes, I'd recommend running through a few maps with mat_wireframe 1 on. Brushes are drawn with pink wireframes, props in cyan, and displacements in white iirc. The problem is, no matter how you face it, you're going to have to model the map. Source sucks for model-based geometry :( Another method, which I'm using, is to make the floor out of large quadrilaterals in the shape of the level (and tracing the edge as accurately as possible) and then creating displacements that better fit the bumps in the level. To do this, I made bright, flat, transparent textures for my bloodgulch prop, so I could see through it to tell how far my displacements were from the reference geometry, and adjust them as needed. When I get home (~6 hours from now) I'll put up some screenshots to better explain what I mean. It's simple to set up if you know how to use wallworm already, but it's a bit tedious if your map is extremely detailed.
[QUOTE=Itszutak;46880198]oh, I forgot to mention-- the prop_statics are for reference only. They shouldn't go in the final map, or you'll have serious lighting problems (not to mention no collision, since source uses convex low-poly collision meshes...) The bumpy floor is a bunch of triangles. If you use triangular brushes you can mimc the triangles on the floor, and use the vertex tool to shift them to the correct angle. The bushes and other detailed objects could be done with prop_statics, since that's how Valve does it on their maps-- if you want inspiration on when to use props and when to use brushes, I'd recommend running through a few maps with mat_wireframe 1 on. Brushes are drawn with pink wireframes, props in cyan, and displacements in white iirc. The problem is, no matter how you face it, you're going to have to model the map. Source sucks for model-based geometry :( Another method, which I'm using, is to make the floor out of large quadrilaterals in the shape of the level (and tracing the edge as accurately as possible) and then creating displacements that better fit the bumps in the level. To do this, I made bright, flat, transparent textures for my bloodgulch prop, so I could see through it to tell how far my displacements were from the reference geometry, and adjust them as needed. When I get home (~6 hours from now) I'll put up some screenshots to better explain what I mean. It's simple to set up if you know how to use wallworm already, but it's a bit tedious if your map is extremely detailed.[/QUOTE] It's just the map I linked above looked completely ported, unless he drew the floor out as a convex brush and everything else is a model. I just need advice on whether I should make most things a model or not. I hate this and may just give up. I have sent the map to Stiffy and hopefully he can report back with a working map, and that was only for test. If he can share his method with exactly what I want to do, maybe I may get used to this again, as an educational purpose as well as motivational.
I'll see if I can get something working out of it. Btw, is this the entire map? looks only like a section of it.
[QUOTE=Stiffy360;46880441]I'll see if I can get something working out of it. Btw, is this the entire map? looks only like a section of it.[/QUOTE] It is the full map, as it is what is only displayed in the cutscenes from perspective. Other maps should be in full, but like I say, it was for testing purposes really. If you like, and if this is too much work for a test map, I can always link you a full level?
Had another attempt, and still getting leak, still getting awful error logs and I even updated to 2014. I tried to seal the map by selecting the use as skybox option but still getting the leak errors. materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials Loading C:\Users\Josh\Desktop\realm.vmf "materials/material #27.vtf": cached version doesn't exist Brush 4: no visible sides on brush Brush 4: no visible sides on brush Brush 4: no visible sides on brush Brush 13: bounds out of range Brush 13: bounds out of range Brush 15: bounds out of range Brush 15: bounds out of range Brush 18: no visible sides on brush Brush 18: no visible sides on brush Brush 18: no visible sides on brush Brush 20: no visible sides on brush Brush 20: no visible sides on brush Brush 20: no visible sides on brush Brush 21: no visible sides on brush Brush 21: no visible sides on brush Brush 21: no visible sides on brush Brush 28: no visible sides on brush Brush 28: no visible sides on brush Brush 28: no visible sides on brush Could not locate gameinfo.txt for Instance Remapping at gameinfo.txt fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...10**** leaked **** FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15872.0 1024.0 -8686.8) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0 512.0 -8686.8) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0 -512.0 -8686.8) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0 -1536.0 -8686.8) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14848.0 1024.0 -8686.8) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13824.0 1024.0 -8686.8) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12800.0 1024.0 -8686.8) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0 -2560.0 -8686.8) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: *** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... HashVec: point outside valid range 4 threads reading c:\users\josh\desktop\realm.bsp Error opening c:\users\josh\desktop\realm.bsp [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\josh\desktop\realm.bsp Error opening c:\users\josh\desktop\realm.bsp Just keeping this updated, one day I shall look back at this and laugh :) Edit: One thing I have noticed is that in the WallWorm Gmod 2013 sample scene, the skybox is invisible, however the vmf in hammer shows it is there and it exists. My skybox is a box of which I tagged as a skybox, so maybe I have done the sealing wrong in that way. I know I am still miles behind regardless though. [editline]8th January 2015[/editline] I am probably getting annoying as hell right now, but another thing I noticed is that my favourite Garry's Mod map, gm_middleofnowhere (the Courage the Cowardly Dog map) has a lot of models that are not brushes and have collision, assuming to be hull collision if I am not wrong. If this map could be made in such a way, I may have a better understanding, but I just need to know how to do this and if there are any better alternatives that are optimized better but for now, lets just get this done hahaha.
Heading to bed but plopped in to answer a couple questions. 1) You don't really need to go to Hammer to do the brushes. If you already have it in Max, why bother? As soon as the next major release of WW is out I will make a video showing a start-to-finish Source level in Max/WW. 2) The Sky function in WW are not the same as Sealing you level. Instead, things tagged as a Sky item are automatically shrunk and placed around the sky camera (meaning you can always build a 3d skybox at scale and never have to do it at a separate scale from your level. But it won't seal your level. Instead, a sealed set of brushes that you tag as Sky items will seal the Sky Camera, wherever it is, at your desired scale. Read [URL="http://dev.wallworm.com/document/142/making_your_sky.html"]Making Your Sky[/URL] to understand the WW sky functions. 3) To seal your level, just tag the brushes objects as brushes. Remember they have to be valid brush geometry. As mentioned earlier, I suggest that you read [URL="http://www.wallworm.com/projects/utilities/Hammered-to-the-Max.pdf"]Hammered to the Max[/URL]. It will explain a lot.
[QUOTE=wallworm;46888880]Heading to bed but plopped in to answer a couple questions. 1) You don't really need to go to Hammer to do the brushes. If you already have it in Max, why bother? As soon as the next major release of WW is out I will make a video showing a start-to-finish Source level in Max/WW. 2) The Sky function in WW are not the same as Sealing you level. Instead, things tagged as a Sky item are automatically shrunk and placed around the sky camera (meaning you can always build a 3d skybox at scale and never have to do it at a separate scale from your level. But it won't seal your level. Instead, a sealed set of brushes that you tag as Sky items will seal the Sky Camera, wherever it is, at your desired scale. Read [URL="http://dev.wallworm.com/document/142/making_your_sky.html"]Making Your Sky[/URL] to understand the WW sky functions. 3) To seal your level, just tag the brushes objects as brushes. Remember they have to be valid brush geometry. As mentioned earlier, I suggest that you read [URL="http://www.wallworm.com/projects/utilities/Hammered-to-the-Max.pdf"]Hammered to the Max[/URL]. It will explain a lot.[/QUOTE] Ok, thanks I will give it a try. I have read your guide briefly and it has some good info, but not everything I understand ahaha. [editline]9th January 2015[/editline] So, I am still kind of stuck with the skybox, I have tagged it, set it as world geometry, made it a world brush and skybox in Anvil, and still no luck. So, I just made one in hammer with the vmf but obviously there is this leak going on. I shall tinker with it for now and see where it gets me. Here is something that I have done, I have exported everything else as a model, but none of it is showing up in the map itself, just a strange orange platform (this is in Garry's Mod) but my models do show up in the Q menu, so I spawned one on the platform for demo purposes. They do not have textures yet as I haven't copied the one material and texture over yet. In size comparison to my newly rigged player model, it isn't too bad. [img]http://i.imgur.com/wizcC8n.jpg[/img] So in conclusion, I need to be getting the floor to be convex and maybe export the rest as models. How would I go about having a map model rather than a movable prop? I did tick static prop, but only because I have no animations, I gave them a quick hull too for collision if that helps?
It's hard to tell based on the info but I think that again you may not understand the Sky function in WW. The surrounding area that seals your level should not be tagged as Sky functions in WW. You should not tag the area around your level as a sky as doing so will cause a leak [I]unless you [B]also[/B] have [B]non-sky brushes[/B] wrapping your level[/I]. The Sky functions in WW are for the 3d Skybox, not the level itself.
I think so too, it's just a box a drew around the level and not the level data itself I tagged. For now, I have tried something else temporarily, of which I have made just a flat brush for now in hammer, but using 3DS Max I have exported all the models of the level except the floor and here is the result. [img]http://i.imgur.com/0KB9U28.jpg[/img] As you can see there is a lot of 3D skyboxing going on (whatever it is that is duplicating the scene as a background). I made quick hulls for the models, however there is no collision, and I did not check staticprop this time around. I had assumed that WW would have automatically taken care of the collision in the .mdls unless the collision is stored elsewhere in a different .mdl that should have been ported or something.
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