Mapping Compatability For Ns

the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
<div class="IPBDescription">if NS is in HL2 engine, will...</div> If Natual-Selection moves to the HL2 engine (don't know why not), will the current maps still work just fine? Or will they need a remake.

I'm asking because otherwise I will halt my current map progress in worldcraft and wait until the upgrade.

PS: Just though about WorldCraft and compiling tools. Won't they need updating?

Comments

  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    That sir is a good question... I imagine they SHOULD work fine... then again... with the new GeoMod system, I don't know...

    NS MUST go to HL2... if only FOR the GeoMod and the Mouth Syncronization! Imagine, using GL's to blast a new path thru solid walls!
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    Geomod? HL2 still uses BSP's you know. Also, Hammer will be updated to the extreme (grid is either 16 times bigger or it's 32 times bigger can't remember which) and I would imagine that new compile tools will be used.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    One of the videos Valve released talked about the newly implemented Geomod 0o'
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    edited September 2004
    HL maps have a possible max coordinate of 4096x4096... if you didn't get errors when going too close to the ege of the grid.. anyway. i believe HL2 will be going to 16,xxx, just like Q3, UT, Maya, Max, etc.

    :edit: oops. 65,xxx not 16. so more like 256 times larger. ^_^
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Pfft another "If NS2 Goes HL2" thread on the forums. Take my advice and don't continue as the thread will be locked.

    I should imagine that when the NS 2 engine is announced in a press release by Unknown World Entertainment we will be looking at a brand new game which we can all buy rather than a modification which is only downloadable via steam.

    Be patient <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited September 2004
    Ignore bullethead. No geomod, just displacement mapping.

    There's a new hammer capable of importing .rmf and .map files so you save them into the new format (vmf). You'll have to rework the entities and texturing (new entity system and new texture format). And you'll have to recompile, too (different BSP version, obviously).
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    I am personally continuing to develop my map for three reasons:

    * Personal sense of achievement
    * Professional acheivement (ie creative design work for a CV, which is why I'm not throwing out my scribblings as they count just as much in this field)
    * In the hope and speculation that my dreams concerning this mod's future and continuity are realised.

    I'd suggest that everyone else keeps it up as well, especially if you're a new mapper as you will have learnt from so many mistakes once you've completed a half-decent map. It also gives you more practise and helps to streamline your working methods, making you quicker and more efficient.

    Just on a side-note. Anyone who's played cs:source will have noticed the mapping techniques made use of in de_dust. If you go into spectator mode or wait until you die you can move out of the playable area and find a small scaled-down area with a hole in the middle. Basically what has been done is that the surrounding hills, tops of trees and those characteristic domes that de_dust now has are modelled in a scaled down version which sits off to one side (out of view of the players). The engine then scales up this area and alligns it with the map, creating a much more 3D environment as a player looks into the distance.

    How this <i>might</i> work in NS <b>if</b> it were to be remade for HL2 (I'm guessing) would be limited to the outdoor areas. I can see myself very easily taking 5 minutes to stand up against the glass wall of an external walkway in utter awe of the breath-taking scenery before being ravaged by a pack of skulks!

    Fingers crossed.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--QuoteBegin-agentx5+Sep 2 2004, 11:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (agentx5 @ Sep 2 2004, 11:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm asking because otherwise I will halt my current map progress in worldcraft and wait until the upgrade. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Not a good idea, considering that NS on HL2 has only been speculated about, and even then by people who have nothing to do with whether or not it will actually be made. That, coupled with the fact that the Developers probably don't even know if they'll be doing it yet, would indicate that you should probably just keep going rather than waiting for something that may not even arrive at all.
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    Um...Isn't GeoMod the engine they used for Red Faction? where you can blow holes in walls and stuff?

    Thursday is right - As far as I know NS2 will be commercial release - and if flayra don't do that, he's crazy - we all know the mod rocks - in HL2 the game would..ehemm...roxor my soxors right ofxors and breakzor the seamzor on my boxors...

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-HanzGrub3r+Sep 3 2004, 08:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HanzGrub3r @ Sep 3 2004, 08:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Um...Isn't GeoMod the engine they used for Red Faction? where you can blow holes in walls and stuff?

    Thursday is right - As far as I know NS2 will be commercial release - and if flayra don't do that, he's crazy - we all know the mod rocks - in HL2 the game would..ehemm...roxor my soxors right ofxors and breakzor the seamzor on my boxors...

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Agree'd. Flayra has worked on commercial products before, he knows how much money get can get and knows the talent. He is also aware of what the public like which is why he would make it commercial, to keep finance going, the game going and the fanbase. Basically job satisfaction.
  • ReKReK Join Date: 2004-08-30 Member: 31058Members, Constellation, Reinforced - Shadow, WC 2013 - Silver
    Geomod was, honestly, one of the most brilliant ideas to come to fps' in a LONG time, I have no idea why it disappeared, prolly too many devs like to keep the player following a linear level, like in CoD or Doom 3. Geomod should live on! Even if HL2 doesn't have it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    I still play Red Faction today, it was a brilliant game for it's time, hit location, geomod, vehicles and very decent graphics even by today's standard. IMHO, any and every fps, even the ones that completely rely on linear levels, should have geomod.

    Now imagine how much more ubergodly UT2k4 would have been if it had geomod.... You could blow a tunnel with a tank right underneath their base <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    And if NS2 were to have it, the amount of strategy invovled in the game would increase incredibly.

    Combine geomod with realistic debris, you could block hallways by collapsing the roofs, take out those damn WoLs by doing the same, block a door with debris and then mine the area right behind, nasty trap for the alien walking through, the possibilities are endless!
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    Not that this topic was about geomod but I feel compelled to say my two cents about it. Red Faction 1 was cool - GeoMod made it interesting and you can't beat blowing a hole around a door that is locked...That said, Red Faction 2 was craptastic - the basic fact is this (and we learnt this from RF2) GeoMod has to be "applied" to areas and basically it's a gimmic. A poorly coded one at that. I shudder at the thought of combining NS with GeoMod. I can just imagine skulks tunnelling off in 40 different directions, marines blowing holes in every corridor so that onos gets stuck...it would just be a nightmare - not to mention, of course, that 90% of NS maps don't even have dirt in them to begin with..

    *sigh* - R.I.P GeoMod - Thou amused me for one game, that be enough!
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-HanzGrub3r+Sep 4 2004, 08:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HanzGrub3r @ Sep 4 2004, 08:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not that this topic was about geomod but I feel compelled to say my two cents about it. Red Faction 1 was cool - GeoMod made it interesting and you can't beat blowing a hole around a door that is locked...That said, Red Faction 2 was craptastic - the basic fact is this (and we learnt this from RF2) GeoMod has to be "applied" to areas and basically it's a gimmic. A poorly coded one at that. I shudder at the thought of combining NS with GeoMod. I can just imagine skulks tunnelling off in 40 different directions, marines blowing holes in every corridor so that onos gets stuck...it would just be a nightmare - not to mention, of course, that 90% of NS maps don't even have dirt in them to begin with..

    *sigh* - R.I.P GeoMod - Thou amused me for one game, that be enough! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Better off with a 30% func_breakable map lol
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    Lol thursday - I wanna see destructable spaceships...if only gravity worked in ns...we could have people blow out walls with grenades and then suck everyone out ....that would be the roxor...
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-HanzGrub3r+Sep 4 2004, 08:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HanzGrub3r @ Sep 4 2004, 08:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lol thursday - I wanna see destructable spaceships...if only gravity worked in ns...we could have people blow out walls with grenades and then suck everyone out ....that would be the roxor... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah I thought about that when playing ns_hulk_pre1 lol. If only you could suck that ship and all those crates outside and seal the portal again. Total chaos lol!
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