Porting NS Maps, anyone?

StixNStonzStixNStonz 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&section=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

  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    I think Mendasp played with porting some of his work over as a test when the SDK was released and I've loaded Altair into Source before however, it is unlikely that I will do a version of Altair for NS2 since I do not map much anymore. Been more focused on finishing up my computer science degree.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Dont make excuses. The on and off two years i spent on Nexus from start to finish was over the latter 2 years of my 4 year degree. There's still plenty of time <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    You're not going to dabble in Source for NS2?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited October 2007
    Probably just going to rebuild instead of porting them. More detail is needed and porting them, will eventually result in having to rebuild most of the brushwork anyway. So it isn't really usefull imho <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    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)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    and don't forget the most basic of all....

    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..
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    What do you mean by trunking?

    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.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Barrels are the new crates.

    We need something more original than crates and barrels too.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--quoteo(post=1654368:date=Oct 6 2007, 01:04 PM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Oct 6 2007, 01:04 PM) <a href="index.php?act=findpost&pid=1654368"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Barrels are the new crates.

    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" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1654368:date=Oct 6 2007, 02:04 PM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Oct 6 2007, 02:04 PM) <a href="index.php?act=findpost&pid=1654368"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Barrels are the new crates.

    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
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    crates and barrels arent so bad when they're high-def models (300 polys vs 6), and when they're used properly.

    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.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--quoteo(post=1654297:date=Oct 6 2007, 12:21 AM:name=StixNStonz)--><div class='quotetop'>QUOTE(StixNStonz @ Oct 6 2007, 12:21 AM) <a href="index.php?act=findpost&pid=1654297"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What do you mean by trunking?

    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.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1654395:date=Oct 6 2007, 07:42 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Oct 6 2007, 07:42 PM) <a href="index.php?act=findpost&pid=1654395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have a feeling that the next gen generic objects will be

    pipes and wires<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thus it has already begun!
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    <!--quoteo(post=1654532:date=Oct 7 2007, 04:51 PM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Oct 7 2007, 04:51 PM) <a href="index.php?act=findpost&pid=1654532"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thus it has already begun!<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
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