Wouldnt exporting the entire geometry as a model except the foliage and buildings then compile them each invidually as its own prop and setting them on the model work?
Technically, yes. However, the base of the map would need to be brushes for efficiency's sake.
@Arietta--likely the best method to go about this for accurate recreations would be to import the mesh as a single model, then "trace" over it in hammer--given the circumstances of what we can and cannot do.
Lastly, here is a link to a compile ready airstrip. QC and SMD both.
[url]http://www.mediafire.com/?pbpcodqpzj046tx[/url]
I tried remaking delfino airstrip a long time ago but didn't get too far.
Anyway this thread made me want to have another go at it and here's what I've got so far:
[T]http://i.imgur.com/508JH.jpg[/T]
[T]http://i.imgur.com/n0wSz.jpg[/T]
So far it is almost completely identical to the original with the exception of some details i didn't add yet and some buggy lighting.
Basically what I did was:
- extracted the map with BMD view.
- imported it into blender where I cleaned up most of the useless stuff and split it up into pieces which I compiled as individual models.
- used the models as reference to do the brush/displacement work and I also fixed up some models to use in the map.
Getting the scale right was a pain in the ass but I'm pretty sure its close enough.
[QUOTE=Flyguy13;36493823]I tried remaking delfino airstrip a long time ago but didn't get too far.
Anyway this thread made me want to have another go at it and here's what I've got so far:
[T]http://i.imgur.com/508JH.jpg[/T]
[T]http://i.imgur.com/n0wSz.jpg[/T]
So far it is almost completely identical to the original with the exception of some details i didn't add yet and some buggy lighting.
Basically what I did was:
- extracted the map with BMD view.
- imported it into blender where I cleaned up most of the useless stuff and split it up into pieces which I compiled as individual models.
- used the models as reference to do the brush/displacement work and I also fixed up some models to use in the map.
Getting the scale right was a pain in the ass but I'm pretty sure its close enough.[/QUOTE]
That is very nicely done. Your method is likely the very best one to go about dealing with. The scale modeling is by far the hardest to figure out though. I personally don't know it myself.
[QUOTE=Gamemaster1379;36493950]That is very nicely done. Your method is likely the very best one to go about dealing with. The scale modeling is by far the hardest to figure out though. I personally don't know it myself.[/QUOTE]
You are a hero my friend, seriously
[editline]26th June 2012[/editline]
[QUOTE=Crazyhalo;36494053]You are a hero my friend, seriously[/QUOTE]
Well flyguy is, but you are awesomem as well too gamemaster, is there an actual playable version?
Haha, well flyguy deserves all the glory. I only explored this not long ago myself. I didn't get very far into it, but if I can get somebody else pushed along just far enough so they can start something, then why the hell not?
i can't wait for the sandbird
[QUOTE=Gamemaster1379;36494120]Haha, well flyguy deserves all the glory. I only explored this not long ago myself. I didn't get very far into it, but if I can get somebody else pushed along just far enough so they can start something, then why the hell not?[/QUOTE]
I Know, Im getting antsy about this lol, I wonder how much more Difficult Delphino Plaza would be in comparison, Im hoping to at least have 3 maps, but by the looks of things these guys are gonna get a shit ton of credit possibly a call out for youtube, he definately deserves it
I think Delphino shouldn't be too terribly difficult. A lot of it is flat or buildings, not too much angular stuff. It ought to be easy to re-structure into hammer. Though I will admit, Delphino is definitely big. You will need to section some of it off if you want to do anything aside from a TC esque setup.
[QUOTE=Flyguy13;36493823]I tried remaking delfino airstrip a long time ago but didn't get too far.
Anyway this thread made me want to have another go at it and here's what I've got so far:
[T]http://i.imgur.com/508JH.jpg[/T]
[T]http://i.imgur.com/n0wSz.jpg[/T]
So far it is almost completely identical to the original with the exception of some details i didn't add yet and some buggy lighting.
Basically what I did was:
- extracted the map with BMD view.
- imported it into blender where I cleaned up most of the useless stuff and split it up into pieces which I compiled as individual models.
- used the models as reference to do the brush/displacement work and I also fixed up some models to use in the map.
Getting the scale right was a pain in the ass but I'm pretty sure its close enough.[/QUOTE]
Wow! Impressive! Would be a pretty cool GMOD map in it's current state
[QUOTE=Black;36494204]Wow! Impressive! Would be a pretty cool GMOD map in it's current state[/QUOTE]
Flyguy stay in touch over steam I'd really like to chat about map making and your methods sometime
[QUOTE=Gamemaster1379;36494183]I think Delphino shouldn't be too terribly difficult. A lot of it is flat or buildings, not too much angular stuff. It ought to be easy to re-structure into hammer. Though I will admit, Delphino is definitely big. You will need to section some of it off if you want to do anything aside from a TC esque setup.[/QUOTE]
The hard part about Delphino Plaza is all the small details like open windows, manhole covers, fountains, etc. Which need to be removed so you can compile it into a model that won't crash hammer.
But yeah it wouldn't be too difficult just very time consuming which can be very demotivating for most people.
[QUOTE=Gamemaster1379;36494183]I think Delphino shouldn't be too terribly difficult. A lot of it is flat or buildings, not too much angular stuff. It ought to be easy to re-structure into hammer. Though I will admit, Delphino is definitely big. You will need to section some of it off if you want to do anything aside from a TC esque setup.[/QUOTE]
When I see tf_delphinoplaza in the maplist, I expect it to be Delphino in its entirety instead of having some stupid borders. I think you're going to get a lot of backfire if you close some of it.
[QUOTE=Flyguy13;36494463]The hard part about Delphino Plaza is all the small details like open windows, manhole covers, fountains, etc. Which need to be removed so you can compile it into a model that won't crash hammer.
But yeah it wouldn't be too difficult just very time consuming which can be very demotivating for most people.[/QUOTE]
Well a map like that has plenty of bells and whistles which just arent necessary, still any update on the current airstrip?
I've done all that I can. From here it would be mesh tracing, unless somebody has another method.
[QUOTE=Suttles;36429421]Holy shit I loved that game. I would love to see this.[/QUOTE]
I hated it... Too hard :< But it became a precious gem in my childhood... :D
I wanna see this too!!
Managed to fix the lighting on the mountain and get Peach's plane into the map.
[T]http://i.imgur.com/8rCrZ.jpg[/T]
[T]http://i.imgur.com/SI7zI.jpg[/T]
Now I just need to figure out why blender is removing the inside windows and replacing the turbine texture with the window reflection texture.:suicide:
[QUOTE=Flyguy13;36502824]Managed to fix the lighting on the mountain and get Peach's plane into the map.
[T]http://i.imgur.com/8rCrZ.jpg[/T]
[T]http://i.imgur.com/SI7zI.jpg[/T]
Now I just need to figure out why blender is removing the inside windows and replacing the turbine texture with the window reflection texture.:suicide:[/QUOTE]
Aside from that anything else in particular?
Will this map be up in any working form soon?
[QUOTE=Crazyhalo;36506176]Will this map be up in any working form soon?[/QUOTE]
Possibly later tomorrow if I can work out some of the problems I'm having with sounds and stuff.
Going to reinstall team fortress 2 just to play this awesome map.
[QUOTE=Hobbax;36507548]Going to reinstall team fortress 2 just to play this awesome map.[/QUOTE]
Definately seems worth the download, especially with the Pyromania Update
What kind of sound problems are you having, flyguy?
I was having problems getting some *.wav sounds to work ingame (Unsupported 32-bit Wav file, file missing, etc.) but it's all fixed now.
Awesome.
[QUOTE=Flyguy13;36515575]I was having problems getting some *.wav sounds to work ingame (Unsupported 32-bit Wav file, file missing, etc.) but it's all fixed now.[/QUOTE]
Fantastic ! :D
Any progress?
I've got the palm trees in the map now and the plane has a proper collision model.
[T]http://i.imgur.com/rbA8Q.jpg[/T]
[T]http://i.imgur.com/bqS6F.png[/T]
The red lines represent the collision model. The original was only a shrink wrap of the plane.
[QUOTE=Flyguy13;36528912]I've got the palm trees in the map now and the plane has a proper collision model.
[T]http://i.imgur.com/rbA8Q.jpg[/T]
[T]http://i.imgur.com/bqS6F.png[/T]
The red lines represent the collision model. The original was only a shrink wrap of the plane.[/QUOTE]
Making me drool here mate
It just doesn't look quite right with Source water... [img]http://www.facepunch.com//fp/emoot/crossarms.gif[/img]
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