• Super Mario Sunshine Level Imports
    216 replies, posted
[QUOTE=E-102 Gamma;36530505]It just doesn't look quite right with Source water... [img]http://www.facepunch.com//fp/emoot/crossarms.gif[/img][/QUOTE] Not exactly, but Still very enjoyable
Any list of things that need to get done before release? Or can a simple beta be released?
So wait, are you importing the whole island into one map, just the airport, or the different parts into different maps?
[QUOTE=Mikesword221;36542583]So wait, are you importing the whole island into one map, just the airport, or the different parts into different maps?[/QUOTE] Flyguy took up the project-it was out of my knowlege, he's only working on the airport with the distant delphino plaza and volcano as part of the skybox
[QUOTE=Crazyhalo;36542524]Any list of things that need to get done before release? Or can a simple beta be released?[/QUOTE] The map is more/less finished here is what I have left to do: -Setup the map properly for Tf2. -Figure out why env_tonemap_controller only works once I minimize Tf2. -Other minor tweaks and fixes. -Pack all the content into the bsp and hope it works. I might be able to get a beta up tomorrow or the next day if everything goes smoothly.
My body is ready.
any progress on it?
Got the runway markings in the map. [T]http://i.imgur.com/LCLgC.jpg[/T] [T]http://i.imgur.com/WFMLc.jpg[/T] [T]http://i.imgur.com/iirtq.jpg[/T] And I finally managed to fix the windows on the plane. [T]http://i.imgur.com/sY2E9.jpg[/T]
Holy crap, this makes me want to play Super Mario Sunshine again.
Wow this is really coming along as a 100% Look alike man heh
[QUOTE=Crazyhalo;36429139]Allo Everyone, for the longest time now I've been wanting to have some levels from semi-recent games available for TF2, with a few exporters I was able to get this .3ds file of Super Mario Sunshine's Delphino Airstrip, [IMG]http://i48.tinypic.com/11almkj.png[/IMG] I have some issues regarding the vmf file to be exported but I'm still extremely amateur at mapping. Wallworm's documentation is down at the moment and most if not all video tutorials are for earlier versions of his tools. I have exported the scene as a .vmf but once opened in Hammer nothing is there, not exactly sure what to make of this if any of you know what do? I mean I can export this whole thing as a .smd but that wouldn't do much good in hammer editor, any work arounds? Help would be appreciated and credit given where credit is due. Thanks a ton[/QUOTE] I just ran across this thread and wanted to share a little input. The Wall Worm VMF Exporter does not export arbitrary content in a Max scene. It exports a specific list of items. For world geometry, it only exports objects that have been tagged as brush geometry in the Tags tab of the Anvil tool. For props to be exported with the VMF, you must turn them into WWMT models first. (And for them to appear in the exported VMF, you also have to compile those models before exporting/compiling the map.) There are some objects that do get exported automatically (like lights)... but for the most part you have to set it up. Importing content from external sources is problematic because very often the geometry you want for world geometry is not convex or has unwelded vertices, etc... which is invalid in terms of world geometry in Source. My personal opinion is that it's better to start from scratch.
Amazing work so far. The airstrip would be a hard map to make work play-wise in TF2 but it might be a cool trade server map. The Delfino town would be awesome.
looks freaking amazing! can't wait :D
[QUOTE=Sae;36571964]Amazing work so far. The airstrip would be a hard map to make work play-wise in TF2 but it might be a cool trade server map. The Delfino town would be awesome.[/QUOTE] The town is a bit too much; the airstrip's size is already around 50mb. Also I'm helping Flyguy with testing, and he forgot one important thing when he exported. [I]THE WATER.[/I] [t]http://cloud.steampowered.com/ugc/938122455183094959/EDAF327FF542E77AF5204907378B8249FEDCC902/[/t] Also, Flyguy added a few things: -Breakable crates with a random item inside (or a dud) -Health is the water bottles from Mario Sunshine (1up is the large health kit) -Ammo is the coins (yellow = small, red = medium, blue = large) (Yes there will be 8 red coins, but probably not in their original locations) -Resupply cabinet in the building -BLU spawns near Peach's airplane, RED spawns near the flagpole We talked about a night version but it wasn't really serious, but who knows. Flyguy will release his .vmf when he's done so people can edit it to their liking anyway.
Are you sure there's nothing that can be done to optimize Delphino Plaza? Because that'd be an amazing trade map. That, and Pinna Park.
Should also mention that I added small groups of crates of the beaches to help certain classes get around because the walls are too high. [QUOTE=ThatSwordGuy;36580662]Are you sure there's nothing that can be done to optimize Delphino Plaza? Because that'd be an amazing trade map. That, and Pinna Park.[/QUOTE] The only reason for the large filesize is the fact I didn't use a proper compression method on the textures so I could probably cut that size down a fair amount.
[QUOTE=Flyguy13;36580695] The only reason for the large filesize is the fact I didn't use a proper compression method on the textures so I could probably cut that size down a fair amount.[/QUOTE] Awesome!
So far lookin good although I'm a bit disappoint the plaza won't happen.
[QUOTE=Ayane-152;36581630]So far lookin good although I'm a bit disappoint the plaza won't happen.[/QUOTE] Well, according to him, the plaza could be a thing if he uses a proper compression method.
Forgot to mention that there's a new skybox background that's more bright and sunny looking. Also, I'm just going to list the things needed to be fixed or added before the release. -Flagpole has no flag, and the bulb on the top is gold, not grey [URL="https://dl.dropbox.com/u/6448494/flagpole.png"](Link)[/URL] -No coins have been placed yet, obviously this shouldn't be too hard to do -We would like the coins to spin but neither of us can animate ([B]If anyone can do animations, add Flyguy and me.[/B]) -Trees sound like cardboard when you walk on them -Teams spawn in only one of their given spawn locations -More boxes need to be placed around the map (definitely some under water)
My Money. Take all of it. Please
mario galaxy maps are possible too, right? comet observatory?
I would love any working version at the moment lol
[QUOTE=Crazyhalo;36592759]I would love any working version at the moment lol[/QUOTE] Both working versions right now have broken water, flying polygons, crates that you can clip through, and a ton of broken textures. Flyguy apparently gets a lot of errors when compiling this map, so honestly it's better to wait. Also yknow that little pool thing near FLUDD? No water can be in it or else it breaks.
[QUOTE=AkujiTheSniper;36592819]Both working versions right now have broken water, flying polygons, crates that you can clip through, and a ton of broken textures. Flyguy apparently gets a lot of errors when compiling this map, so honestly it's better to wait. Also yknow that little pool thing near FLUDD? No water can be in it or else it breaks.[/QUOTE] The pool for Fludd is understandable, multiple layers of water cause issues lol,
I would go insane if there were levels from Super Mario 64 and Sunshine in TF2. Imagine payload in Bob-omb land. TF2 needs more TC maps. I think a Plaza TC map would be really cool.
[B]Crazyhalo[/B], check your inbox
[QUOTE=AkujiTheSniper;36580577]The town is a bit too much; the airstrip's size is already around 50mb. Also I'm helping Flyguy with testing, and he forgot one important thing when he exported. [I]THE WATER.[/I] [t]http://cloud.steampowered.com/ugc/938122455183094959/EDAF327FF542E77AF5204907378B8249FEDCC902/[/t] Also, Flyguy added a few things: -Breakable crates with a random item inside (or a dud) -Health is the water bottles from Mario Sunshine (1up is the large health kit) -Ammo is the coins (yellow = small, red = medium, blue = large) (Yes there will be 8 red coins, but probably not in their original locations) -Resupply cabinet in the building -BLU spawns near Peach's airplane, RED spawns near the flagpole We talked about a night version but it wasn't really serious, but who knows. Flyguy will release his .vmf when he's done so people can edit it to their liking anyway.[/QUOTE] Make it so the Horseless Headless Horseman can spawn inside the lighthouse with this playing in the background [media]http://www.youtube.com/watch?v=-uFpYEOGqV4[/media]
Vs Saxton Hale on Bowsers final level. [editline]2nd July 2012[/editline] This has got me wanting a Super Mario Sunshine 2. Didn't they allude to a sequel at the end of the game? This was my favorite Mario Game because of the location and the gameplay.
[img]http://i.imgur.com/3UOJj.jpg[/img] Houston, we have water.
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