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Unknown Worlds Forums > Natural Selection > Natural Selection Creation > Mapping Forum
Iced_Eagle
http://www.chatbear.com/board.plm?a=viewth...=4986&v=flatold

His user is anon@67.170 which are posts 9 and 11

A few things interesting in there.

First, Flayra has a problem that I'm sure some of you could solve by reading that thread. Help him fix Hammer.

Second, he is trying to port a map over to Source and I quote.

QUOTE
I'm not trying to make a HL1 map, I'm trying to import a HL1 map so I can convert it to Source. I'm assuming Hammer is capable of that, or else all the CSS and DoDS maps (and hopefully NSS) maps would have to be rebuilt from scratch.


Woot! tsa.gif


*edit* whoops forgot to add which user he is, he states himself that he is Flayra so I'm not joking or anything.


Yea but help Flayra you mappers/smart troubleshooters
Haze
Saweet.
Malevolent
All the good news about NS is happening today.
BulletHead
Hmm....

NS S would be made on the HL2 engine... right? So why not just call it NS 2? tounge.gif


WEWTANG!
BobTheJanitor
QUOTE (BulletHead @ Nov 14 2004, 10:08 PM)
Hmm....

NS S would be made on the HL2 engine... right? So why not just call it NS 2? tounge.gif


WEWTANG!

Because NS 2 would be a new game, a true sequel, with (theoretically) new aliens, new weapons, new abilities, even more then two races. NS:Source would be a port of the existing game without any changes.
BulletHead
I see smile-fix.gif


Aight, well, in 2 days I'm getting HL2... so I'll set hammar up for it:)
Iced_Eagle
Yeah we already know that Flayra is making a retail (which means you must buy it) free game, there is another thread about it in Gen Discussion on how they will license a next-gen engine and it will feature both single and multiplayer.

NS:S would mean you would get Natural-Selection in HL2 quality and take advantage of all the features which means a better NS hopefully hive5.gif
Moose
QUOTE
This release includes Source tools (Hammer, Model Viewer, etc) and work-in-progress documentation. These tools allow creation of Counter-Strike Source maps, models, and materials.


This version of hammer supports vmf file type only I'm guessing. So hopefully after HL2 is released we will get the full version.
Mido
Converting to HL2 would also mean a severe drop in players.
Half the reason the Quake engine is so great, is because it doesnt require a pimped out computer to run it.
coris
QUOTE (Mido @ Nov 15 2004, 08:36 AM)
Converting to HL2 would also mean a severe drop in players.
Half the reason the Quake engine is so great, is because it doesnt require a pimped out computer to run it.

Well, NS on hl1 will always exist for those people! smile-fix.gif
PseudoKnight
By the time NSS comes out, most NS players will have the necessary hardware.
Mendasp
I've ported some of my NS maps just fine, including textures (they were blurry ingame, so I ended up deleting everything), but I didn't get any of those errors!
Olmy
Blurry? That doesn't sound good confused-fix.gif
TheGuy
Don't you have to convert the texures to VMT format for them to work with Source?

Well at least that's good news that HL1 maps can be coverted easily. (Flayra probably just didn't config hammer correctly)
Mendasp
QUOTE (TheGuy @ Nov 15 2004, 12:10 PM)
Don't you have to convert the texures to VMT format for them to work with Source?

Yes, with VTEX.

Converting ns2.wad is quite easy, since it doesn't have weird sized textures (HL2 requires you to use ONLY power of 2 dimensions). You basically extract all the wad with wally to a folder in tga format and run vtex.
Hologram0
Mendasp, perhaps you should message or email flayra about this... Make write a short tutrial.

I was trying to find some tutorials for HL2 mapping and couldnt find any that started /w the basics, so i guess i have to feel my way around it manually...
HanzGrub3r
Never fear, a monkey has appeared!

Hammer Source Tutorials for da peeps:

Snark Pit - HL2 Hammer Tutorials
Adam Owen's (whoever that is) Personal Tutorials

Purple Monkey Dishwashers.

(P.S. IF THE EDIT SCREWS UP AGAIN AND PUTS HeAPS OF WORDS IN THE SECOND URL - DON'T LOOK AT ME...IT'S JUST **** UP)
(P.P.S SO NOW IT FRIGGIN WORKS...GREAT!)
Hyperion
IM ALREADY PORTING TEXTURES BOYS!

ive done all the normal maps for the ayumi wad

count me in!



Now then, to convert a .rmf to .vmf

1 open your .rmf in the new hammar
2 save your .rmf as a .vmf
3 if this does not work, then remove "obsolete" entities, ie not lights or light spots etc.
4 if it doesnt save after this, then remove highly complicated brushwork

after converting to .vmf
contact me (after a finish beating hl2) and i should eventually have most of the ns textures (which I have already extraced from the wads as .tga's) converted to materials. (still need to work on making specular factor maps).

Any questions men?

EDIT2:

If I can find time to fix a test map that ive made, and get it to compile the lightmaps, then ill post screenshots!
ssjyoda
was waiting for this topic to come along since the sdk release.. ppl converting, i would love to see some pics. even if they are crappy, just curiousity.
Hyperion
I will certainly try to get some pics up, after I beat HL2 of course...
Mendasp
QUOTE (Hologram0110 @ Nov 15 2004, 02:06 PM)
Mendasp, perhaps you should message or email flayra about this... Make write a short tutrial.

I've talked with him already...
SgtBarlow
So how do you use vtex to convert tga files?
Im lost n cant find instructions for it... confused-fix.gif
Hyperion
vtex, read about it over at the collective
SgtBarlow
QUOTE (Hyperion2010 @ Nov 19 2004, 09:58 PM)
vtex, read about it over at the collective

I searched their I cant find articles on it?
Soul_Rider
Hey sarge, are you gonna be resurrecting NS_StationX now HL2 is upon us?
Hyperion
you have the sdk, yes?
load it up thorugh steam, and go to the "SDK doccumentation" thing and I think that should link you to it, if not try the other links.
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