Porting NS Maps, anyone?
StixNStonz
Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
Up until now, everyone seemed kinda uncertain about how well a port of an HL1 map to HL2 would be. Then I found this...
<a href="http://collective.valve-erc.com/index.php?faq=source_mod_faq§ion=106159035033544900&question=106159124050453000" target="_blank"><u>Yep, you can port.</u></a>
You would need to redo all the entities and all the texturing, not to mention all the sprucing up of the map to make it Sourcey... but imo, having all the basic brushwork done would be a GODSEND.
In other words, there will be some sort of Ns2_Nexus, and it probably wont even be long away.
Anyone else think they'll port over their maps? (and for now lets just assume identical gameplay)
<a href="http://collective.valve-erc.com/index.php?faq=source_mod_faq§ion=106159035033544900&question=106159124050453000" target="_blank"><u>Yep, you can port.</u></a>
You would need to redo all the entities and all the texturing, not to mention all the sprucing up of the map to make it Sourcey... but imo, having all the basic brushwork done would be a GODSEND.
In other words, there will be some sort of Ns2_Nexus, and it probably wont even be long away.
Anyone else think they'll port over their maps? (and for now lets just assume identical gameplay)
Comments
You're not going to dabble in Source for NS2?
And then there is the layout question, will they still be viable in NS2. It reminds me of the various remake teams for the lost source maps. Decompile the map and then rebuild using the decompiled version as a guide.
Same things have to be done when porting compared to remakes. <i>Entity work</i>, texturing and rebuilding (in this case to cram in more detail)
source prefers models to brushes. All those window trims etc are not going to be brushwork anymore, but models instead. This saves lots of resources and the effect is much better.
anyone made any NS type models for trunking etc? We're going to needs loads of those..
I'm getting into modelling, and am right now working on a few crate models that i'll submit to the devs to see if they accept them. Explain what you mean, and I might get on em.
We need something more original than crates and barrels too.
We need something more original than crates and barrels too.<!--QuoteEnd--></div><!--QuoteEEnd--><a href="http://www.officemuseum.com/IMagesWWW/Bates_Eyelets_tin.jpg" target="_blank">bates?</a> <a href="http://www.songfight.org/artists/carol_cleveland_sings.jpg" target="_blank">carols?</a>
This is surely an impossible task!?! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
We need something more original than crates and barrels too.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have a feeling that the next gen generic objects will be
pipes and wires
If anything, anyone who can model should try making some basic cover items. Any kinds of shapes that protrude from a wall, ceiling, whatever, that maybe have a few holes in them or some nice detailing. Thats the nice thing about the prop system of HL2; the more props are available, the better the maps will be, and the more different they'll be from each other.
I'm getting into modelling, and am right now working on a few crate models that i'll submit to the devs to see if they accept them. Explain what you mean, and I might get on em.<!--QuoteEnd--></div><!--QuoteEEnd-->
Trunking, meaning pipework, cable housing, wires, the stuff you normally put behind grates etc in NS, that sort of thing. These are going to be the main models we use in source..
Things like computer terminals and chairs, tables all that sort of thing will be models. The biggest problem i've had with using source is finding the right models for the job, luckily one of the regulars at my LANs is a moddeller, so he makes all models I need, but en masse for NS2 I hope they got a huge number of models in Tech Release if they are looking for professional entries.
pipes and wires<!--QuoteEnd--></div><!--QuoteEEnd-->
Thus it has already begun!
Yeah i had a quike shot at some trunking in maya last night just trying diff techniques, things that are fast easy effective, tried some biten, torn riped, serged welded cables, if your a maya fan, there are some neat things you can do with a curve a nurb circle and the exstrude tool.
Then use some cut faceing some exstruding faces and edges, lots of flareing and with the universal manipulator was effective enough, the textures will make or break it tho, couldnt find a quike easy UV mapping solution to speed up that process tho. will have to manualy algin the UVs for anything worth while, but i figure the 3d paint tool some hard edge brush and some plain face textureing will see me thru.
Had issues incorparateing latties tho, will prolly try some bend deformers today. it kept puting the latties courner to courner diagonaly, looks like it would need some exstensive base latties editing, so no default clicking, so its consumeing more time than nessacery, but if it works and it is effective.
Put it all in photoshop, use color select like its a crack addicts needle and just enjoy your self, hum surge welded trunking with bump maps, drool.
also had a play with sdk_cables, that was fun, wouldnt have a clue how to make my own, i just duplicated there's. would have to go into the propaties i guess.