An Interesting Idea

evidenceevidence Join Date: 2004-10-07 Member: 32143Members
edited March 2005 in NS General Discussion
A proposition to map designers esp ones who created maps that come with NS. I would love it if you ported these maps to GMod.

I would do it myself but off course I dont have the source files.

The reason I want to have ns_ maps for gmod is once the models have been ported to source and can be imported gmod would alow us to make awsome ns comic strips.

Just an idea, what do u guys think?

Not to mention that thrusters on skulks would be fun as <!--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-->

Here is a link to the gmod site <a href='http://www.garry.tv/garrysmod/' target='_blank'>http://www.garry.tv/garrysmod/</a>

Comments

  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    edited March 2005
    What and spoil all the fun of doing the same thing if or when NS:S is released? ^_^

    Honestly, it would be a lot of work. Converting NSs textures into Source would be the first step and probably the easiest, but Source's dimensions differ from Half-lifes so the maps would appear out of scale - not to mention someone would have to model all the characters in Source then rig them with bones/ragdoll system. I don't think this is quite as simple an endevour as you are imagining.

    Off topic, but in the same strain of thought, would someone pleaaase make a Skulk model for Source and then replace the Fast Zombie with it? <!--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--> It's behaviour is almost perfect for a skulk already, with the exception of only being able to climb scripted walls (and only vertically I believe). Then there could be skulk-fun SP maps for Source! <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
  • evidenceevidence Join Date: 2004-10-07 Member: 32143Members
    edited March 2005
    o hell yea its hard I spent ages playing with wally extracting wads to .tga then converting them .vtf and .vmt files trying to make source maps.

    I got the .vtf alright and I can view the file with a .vtf viewer but I think the .vmt files are **** because in hammer the files appear as black and pink squares ><

    I did manage to import a skulk to source but like you said it had no ragdoll properties and it just sat there, you couldnt move it and in fact you could walk right thro it. Also like I sed the vmfs are **** so the skulk was also coverd in black and pink squares.

    The only experiance I have had with model making is with milkshape and I dont know how far I could go with that trying to make source models.
  • evidenceevidence Join Date: 2004-10-07 Member: 32143Members
    dont sue me but this is a skulk i ported to gmod on source. Although its not completely ported, its not a ragdoll it just kinda sits there and looks pritty. I believe the info on how to make it a ragdoll lies here <a href='http://www.valve-erc.com/srcsdk/models/modeling_physics.htm' target='_blank'>http://www.valve-erc.com/srcsdk/models/modeling_physics.htm</a> but I dont understand it ><
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    I get the feeling that the Devs would be rather irked if this continues, evidence. Same reason that the NS custom textures aren't allowed to be used in other mods, without prior permission.
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