• Super Mario Sunshine Level Imports
    216 replies, posted
[QUOTE=Crazyhalo;36470813]Right now this map itself is too complex, I think it may be the trees Killing me, as for the BG a 3d skybox might fix this [editline]24th June 2012[/editline] Anyone with any help or suggestions?[/QUOTE] I'm no modeler, but if it's too complex I'd say take the trees and some buildings and turn them into props, then add them in hammer. Also, if you're just doing Delphino Plaza then cut off the rest of the Island and use a 3D skybox.
[QUOTE=Crazyhalo;36470625][IMG]http://i45.tinypic.com/14o9hc9.png[/IMG] Just Delphino PLaza in Max I already converted it to a .3ds file, opened in Sketchup, the export went fine, but Brushwork way too much for hammer to handle "BlockArray< ?,6,86 > - too many blocks needed", Any suggestions on how I should take this map apart? The trees? I'm a bit stuck here[/QUOTE] I get the same error even with something as simple as the Gamecube.
Wow, mr Halo. This looks pretty awesome. I hope you get some good map modelers to help ya!.
I could help with props if I can find time. The Shine Gate, the boathouse, pineapple on the major's house could easily be props, there's no need for them to be map mesh.
I've always wanted to do these kind of things but could never figure out how to do them. I would port so many Metroid Prime maps...
[QUOTE=Crazyhalo;36470625]Just Delphino PLaza in Max I already converted it to a .3ds file, opened in Sketchup, the export went fine, but Brushwork way too much for hammer to handle[/QUOTE] Do you have any idea how mapping works? You can't just take a giant model and hope it gets turned into brushes. Brushes must be convex solids, each in its own group. You could export it as a model, but even then you would have to create a collision file consisting of multiple convex brushes (and the lighting would suck). If you want to make it a map you have to do it the conventional way, either in Hammer, 3ds Max, SketchUp or what else can export VMF brushes. The only thing you can really use are the textures.
There was a plugin for exporting MAX models into VMFs. However, I believe that importing these maps right off may be too much for Source to handle. I often got crashes or errors when attempting to import straight out of other games. I believe the VMF file editor instead needs to be used to make maps from scratch as to make them much less complex. The best I could personally manage is what Segab posted. I can import an entire model as a single oversized mesh, but from that point, it could be used as no more than a reference to be "traced over" by means of using the mesh as a reference for manually recreating the brushes.
[QUOTE=Gamemaster1379;36481838]There was a plugin for exporting MAX models into VMFs. However, I believe that importing these maps right off may be too much for Source to handle. I often got crashes or errors when attempting to import straight out of other games. I believe the VMF file editor instead needs to be used to make maps from scratch as to make them much less complex. The best I could personally manage is what Segab posted. I can import an entire model as a single oversized mesh, but from that point, it could be used as no more than a reference to be "traced over" by means of using the mesh as a reference for manually recreating the brushes.[/QUOTE] A mesh would be a perfect alternative, get back to me on that
Basically, from what you have there in Max. Export that model as a .smd like you would a hat or other player mesh (no bones, obviously). Then just compile it as an mdl somewhere and import that into hammer. I believe it's prop_static, then just navigate where you'd want it to be. Here's a half asshed qc I used to compile ganon's tower [quote] $cd ".\" $modelname "custom/zelda/ganons_tower.mdl" $model "body" "ganons_tower.smd" $cdmaterials "models\custom\zelda\ganons_tower" $hboxset "default" $surfaceprop "default" $illumposition 3.243 0.000 2.448 $sequence ganons_tower "ganons_tower" fps 30.00 $collisionmodel "ganons_tower.smd" { $mass 5.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/quote] Rename the ganons_tower.smd to whatever you named your model. You can modify the modelname field whatever you want, really. (Perhaps /custom/mario/sunshine/sunshine_airstrip.mdl) Materials would be the same thing, honestly. Though to bother with this would mean you intend to import and USE the entire mesh as your stage, which I highly suggest AGAINST for sake of efficiency. Source usually loads maps in segments to make resource usage less. To import an entire model that size would mean it's being rendered all the time. I also don't know how well collision would work with a gigantic model. But, there you go. It's what I did and I managed a gigantic mesh in hammer.
I really 100% support this. Would be really funny imagining the peaceful tropics of Dolphino Plaza interrupted by Miniguns, yelling and screaming of being on fire :)
[QUOTE=Gamemaster1379;36485954]Basically, from what you have there in Max. Export that model as a .smd like you would a hat or other player mesh (no bones, obviously). Then just compile it as an mdl somewhere and import that into hammer. I believe it's prop_static, then just navigate where you'd want it to be. Here's a half asshed qc I used to compile ganon's tower Rename the ganons_tower.smd to whatever you named your model. You can modify the modelname field whatever you want, really. (Perhaps /custom/mario/sunshine/sunshine_airstrip.mdl) Materials would be the same thing, honestly. Though to bother with this would mean you intend to import and USE the entire mesh as your stage, which I highly suggest AGAINST for sake of efficiency. Source usually loads maps in segments to make resource usage less. To import an entire model that size would mean it's being rendered all the time. I also don't know how well collision would work with a gigantic model. But, there you go. It's what I did and I managed a gigantic mesh in hammer.[/QUOTE] might be cause im a bit tired, but the .qc isn't entirely working on my own fault though, all i have is this trimmed down airstrip.smd do I need to compile it as is then recompile with your .qc?
100% WIN, can't wait for the final map.
[QUOTE=Crazyhalo;36486370]might be cause im a bit tired, but the .qc isn't entirely working on my own fault though, all i have is this trimmed down airstrip.smd do I need to compile it as is then recompile with your .qc?[/QUOTE] The .smd isn't a compiled file. The SMD is just a ready-to-be-compiled Valve formatted file to be made into an mdl. [quote] $cd ".\" $modelname "custom/mario/airstrip.mdl" $model "body" "airstrip.smd" $cdmaterials "models/custom/mario" $hboxset "default" $surfaceprop "default" $illumposition 3.243 0.000 2.448 $sequence airstrip "airstrip" fps 30.00 $collisionmodel "airstrip.smd" { $mass 5.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/quote] Also make sure that your smd is named "airstrip.smd" and placed in the same folder as your Qc. Try that qc. Technically I think you need to user a proper idle.smd for the sequence to make it behave in-game (if at all), but don't quote me on that. I know that even THIS will at least show up in hammer.
[QUOTE=Gamemaster1379;36486453]The .smd isn't a compiled file. The SMD is just a ready-to-be-compiled Valve formatted file to be made into an mdl. Also make sure that your smd is named "airstrip.smd" and placed in the same folder as your Qc. Try that qc. Technically I think you need to user a proper idle.smd for the sequence to make it behave in-game (if at all), but don't quote me on that. I know that even THIS will at least show up in hammer.[/QUOTE] Ugh It's just Im leaking 1 element on custom/mario/airstrip.mdl I have set up proper paths, I don't know why it isnt picking it up, everything is renamed properly
[QUOTE=Crazyhalo;36486627]Ugh It's just Im leaking 1 element on custom/mario/airstrip.mdl I have set up proper paths, I don't know why it isnt picking it up, everything is renamed properly[/QUOTE] Your folders are setup in the fashion of <YourSteamID>/team fortress 2/tf/models/custom/mario/, yes?
[QUOTE=Gamemaster1379;36486676]Your folders are setup in the fashion of <YourSteamID>/team fortress 2/tf/models/custom/mario/, yes?[/QUOTE] exactly [editline]25th June 2012[/editline] Here's a bit of the output to where it ends Building binary model files... Working on "Map Comp.qc" SMD MODEL .\/airstrip.smd ERROR: .\/airstrip.smd: error on g_szLine 1716: ERROR: Aborted Processing on 'custom/mario/airstrip.mdl' WARNING: Leaking 1 elements
Looks like it's having a bit of trouble loading the SMD, or a part of it. Perhaps something wasn't exported right or the Source engine can't handle such a complex model? When I tried this on Ganon's Tower, I attempted the N64 exterior which would've been a lot less than Delfino Plaza.
[QUOTE=Gamemaster1379;36486773]Looks like it's having a bit of trouble loading the SMD, or a part of it. Perhaps something wasn't exported right or the Source engine can't handle such a complex model? When I tried this on Ganon's Tower, I attempted the N64 exterior which would've been a lot less than Delfino Plaza.[/QUOTE] I had a feeling the plaza would be too big so I did the airstrip rather removing a ton of unnecessary objects, here's a pic with a ton of things removed [IMG]http://i46.tinypic.com/4sl79u.png[/IMG], I'm beginning to think this project may be out of my reach lol
It may be, unfortunately. Worst case, send me the plaza and airstrip and all that and I'll try to compile both and see what I get.
I really wish you luck with this, I would play the fuck out of a Mario Sunshine map.
[QUOTE=Gamemaster1379;36488346]It may be, unfortunately. Worst case, send me the plaza and airstrip and all that and I'll try to compile both and see what I get.[/QUOTE] Here's an SMD file I have no idea how big/small this is since Scaling to tf2 sizes is a bit difficult, if you need to resize just open in 3dsmax and rescale [url]https://www.dropbox.com/s/z7and0bj0qm9vti/Delphino.SMD[/url]
Good luck on your map.
Do you have this in an OBJ or similar format? Your SMD won't import into Max.
[QUOTE=Gamemaster1379;36485954]Basically, from what you have there in Max. Export that model as a .smd like you would a hat or other player mesh (no bones, obviously). Then just compile it as an mdl somewhere and import that into hammer. I believe it's prop_static, then just navigate where you'd want it to be. Here's a half asshed qc I used to compile ganon's tower Rename the ganons_tower.smd to whatever you named your model. You can modify the modelname field whatever you want, really. (Perhaps /custom/mario/sunshine/sunshine_airstrip.mdl) Materials would be the same thing, honestly. Though to bother with this would mean you intend to import and USE the entire mesh as your stage, which I highly suggest AGAINST for sake of efficiency. Source usually loads maps in segments to make resource usage less. To import an entire model that size would mean it's being rendered all the time. I also don't know how well collision would work with a gigantic model. But, there you go. It's what I did and I managed a gigantic mesh in hammer.[/QUOTE] That sounds pretty cool! Do you got any pictures?
[QUOTE=Black;36490596]That sounds pretty cool! Do you got any pictures?[/QUOTE] I imgur'd some a long time ago and posted it on the Emporium (current emp or the one before). I don't know which.
[QUOTE=Gamemaster1379;36489886]Do you have this in an OBJ or similar format? Your SMD won't import into Max.[/QUOTE] Got it gimme a sec [editline]26th June 2012[/editline] [QUOTE=Gamemaster1379;36491143]I imgur'd some a long time ago and posted it on the Emporium (current emp or the one before). I don't know which.[/QUOTE] [url]http://filesmelt.com/dl/Sunshine_maps.zip[/url] heres all the maps in obj format with textures all untouched, let me know what you can do with this
[quote][img]http://i458.photobucket.com/albums/qq305/Gamemaster1379/airstrip.png[/img][/quote] And there you have it. Delfino airstrip imported as an untextured mesh model. This is a photo straight from HLMV. I'm certain textures are possible, but I'm afraid it would require an excessive amount of manual editing, especially for bigger maps.
[QUOTE=Gamemaster1379;36492204]And there you have it. Delfino airstrip imported as an untextured mesh model. This is a photo straight from HLMV. I'm certain textures are possible, but I'm afraid it would require an excessive amount of manual editing, especially for bigger maps.[/QUOTE] There's a face or two missing from that mustve been my mistake, did any changes have to happen?
Do you know what method you're going to use to remake this? It would be nice if the trees, props, buildings, and other stuff were separate models instead of one big obj obviously. I'm not a modeler but I'm guessing separating all these things be hard to do? Maybe it would be better to just remake everything in hammer since the largest level? delfino plaza is not that complex. [editline]25th June 2012[/editline] I just thought that if there was a proper model and texture pack this would be nice to make for a mapper. And then people could create custom mario levels also.
[QUOTE=Crazyhalo;36493328]There's a face or two missing from that mustve been my mistake, did any changes have to happen?[/QUOTE] I upscaled the plaza by 64x. Most Nintendo models are considerably smaller than most, and while I don't know if 64x is an accurate upscaling for Source, it certainly is viewable in Hammer. Aside from that, I simply exported the SMD and compiled it with the barebones qc I provided. Beyond that, I was able to import the MDLs into hammer, but when I compiled the map, the meshes did not show up within the map. They're only visible in hammer. I did notice a few faces missing on my attempts to view the models. Some appear inverted. I'm not sure why this is. [editline]26th June 2012[/editline] [QUOTE=Arietta;36493471]Do you know what method you're going to use to remake this? It would be nice if the trees, props, buildings, and other stuff were separate models instead of one big obj obviously. I'm not a modeler but I'm guessing separating all these things be hard to do? Maybe it would be better to just remake everything in hammer since the largest level? delfino plaza is not that complex. [editline]25th June 2012[/editline] I just thought that if there was a proper model and texture pack this would be nice to make for a mapper. And then people could create custom mario levels also.[/QUOTE] For an extremely well optimized map, it is ideal to make the map primarily brushes and using props only when necessary--with items like trees and the like being prop_statics. Considering we have a complete map layout, props included, it would not be difficult to copy the vertices that map up certain props, paste them to their own mesh, and save that mesh as a prop. The process isn't hard, but it is going to be time consuming for certain.
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