Hi, im looking to convert a few areas of gta san andreas to Gmod. Ive been doing it manually till i realized that the areas could possibly be converted some how??
Anyone done anything similar or know how i would go about?
Considering that GTA SA is an old engine with old maps. I think it would be pretty safe to say you can't. Like the old engine doesn't support source water physics or lighting so if you can find a i applaud you but just remember to work on the map manually instead of goose chasing the possibility of conversion around :).
I remember having fun with this world editor:
[Url]http://www.gamemodding.net/en/gta-san-andreas/gta-sa-programms/18696-map-editor-021b.html[/url]
Maybe there is the option to export to a format that can be loaded to 3ds max which than can export to vmf with the wallworm plugin. I'm inexperienced however so soon but take my word for it
People have ported characters into Source so it's definitely possible. It's also possible to port [url=https://www.youtube.com/watch?v=ZccOWE7bQRM]maps into 3DS Max[/url] so that's your starting point.
OP, I would take a look at plugins for GTA:SA to export the area you want into 3DS Max (the areas will probably be split up into several models, contained in an .ipl). You can import these models one at a time into 3DS Max and use a second plugin called WallWorm to compile them as Source .mdls. You might have to do extra splitting to get an area under Source's textures-per-model limit. Once you have that, you can go into Hammer and stitch them back together for a perfect replica.
[editline]a[/editline]
[QUOTE=KingPommes;52256627]I remember having fun with this world editor:
[Url]http://www.gamemodding.net/en/gta-san-andreas/gta-sa-programms/18696-map-editor-021b.html[/url]
Maybe there is the option to export to a format that can be loaded to 3ds max which than can export to vmf with the wallworm plugin. I'm inexperienced however so soon but take my word for it[/QUOTE]
This will probably be useful too. That program can tell you which areas are what before you have to search for them.
[t]http://cs1.gamemodding.net/posts/2013-04/1366805179_1.jpg[/t]
If you were porting Grove Street you'd probably go into /LA/LAs.ipl, export that into Max, split it up into 8-16 (or way more) pieces, then compile those pieces with WallWorm into a .mdl and reassemble. And it's harder than it sounds :v:. You'll have to hook up the textures manually to have transparency and stuff like that. Honestly, depending on how big the area is, it can be faster and easier to just make it by hand.
[QUOTE=TurtleeyFP;52256635]People have ported characters into Source so it's definitely possible. It's also possible to port [url=https://www.youtube.com/watch?v=ZccOWE7bQRM]maps into 3DS Max[/url] so that's your starting point.
OP, I would take a look at plugins for GTA:SA to export the area you want into 3DS Max (the areas will probably be split up into several models, contained in an .ipl). You can import these models one at a time into 3DS Max and use a second plugin called WallWorm to compile them as Source .mdls. You might have to do extra splitting to get an area under Source's textures-per-model limit. Once you have that, you can go into Hammer and stitch them back together for a perfect replica.
[editline]a[/editline]
This will probably be useful too. That program can tell you which areas are what before you have to search for them.
[t]http://cs1.gamemodding.net/posts/2013-04/1366805179_1.jpg[/t]
If you were porting Grove Street you'd probably go into /LA/LAs.ipl, export that into Max, split it up into 8-16 (or way more) pieces, then compile those pieces with WallWorm into a .mdl and reassemble. And it's harder than it sounds :v:. You'll have to hook up the textures manually to have transparency and stuff like that. Honestly, depending on how big the area is, it can be faster and easier to just make it by hand.[/QUOTE]
What program to use for exporting san andreas to 3dmax?
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