[REQ] Models for use in source engine
Soul_Rider
Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
Over in the murky depths of the <a href="http://www.unknownworlds.com/forums/index.php?s=982933906901718144&showtopic=98404" target="_blank">Mapping Forum</a> We are discussing the upcoming NS2 and in preperation are looking to get some mapping practice in.
I was wondering if any of you fantastic people would be interested in recreating some of our favorite NS models (CC, Armoury etc) in a sourcified version so we can put them in our test maps...
Also, a drawback of the system used in source is that detailed brushwork is not really an option, and most of the fantastic geometry needs to be created as models rather than brushes. This puts some of us none modelling mappers at a disadvantage.
If there is anything you guys can come up with to help us making our practice maps, we would be most grateful.
I was wondering if any of you fantastic people would be interested in recreating some of our favorite NS models (CC, Armoury etc) in a sourcified version so we can put them in our test maps...
Also, a drawback of the system used in source is that detailed brushwork is not really an option, and most of the fantastic geometry needs to be created as models rather than brushes. This puts some of us none modelling mappers at a disadvantage.
If there is anything you guys can come up with to help us making our practice maps, we would be most grateful.
Comments
P.S. I am very handy with 3dsmax, but getting a model actually into Source baffles the hell out of me. There is no way to actually export to the mdl format is there? I have to export to SMD and use a compile script etc? Its this part that I haven't got a clue about, are there any great tuts on how to get a simple prop into Source?
I'd also hope the end result of alot of the HPA stuff impresses the Devs enough to put them in ^^
They won't - basically because then you'd have a legal leg to stand on if you argued for it to be removed from the game at a later date - and also because you'd want to be paid, and I'm under the impresion that Flayra is looking for potential employees, not contractual work.
<a href="http://developer.valvesoftware.com/wiki/Category:Modeling" target="_blank">This</a> is about as close as i can find to a guide on how to get Hl Models into HL2, and that would involve decompiling the model, redoing the skeleton and everything.
:/
Also futuristic props that could be scattered liberally around source maps would be fantastic, they give you a license for full artistic freedom.
Basically anything we can use in a map to make it look and feel like NS, even without it being so!!
Thanks.
Things such as props, representative models and the like would all be fantastic.
Most of the content from ns will be unusable in ns2 due to the lack of detail and size of the textures. I wouldn't bother converting stuff from ns to ns2. They would however be ok as place holders, but would let the visual elements of the map down if you were to post wip shots.
I am more than willing too help out, but i have a lack of motivation due to lacking in the concept department. However i will have a go and will see what happens.
What kind of props are you looking for? I could do a few physic models that you can throw around, but i'm unsure if they'll be usable in the final version.
I was thinking along the lines of steam pipes and more architectural structures than physics props.
I'll have a shot a doing the armory's and phase gates and such.
Any further ideas or concept are would be a big help.
Help?
I got:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->! C:\Program Files\Valve\Steam\SteamApps\artshep98118@yahoo.com\sourcesdk_content\generic\modelsrc\skulk.rar: CRC failed in models\alien1.mdl. The file is corrupt
! C:\Program Files\Valve\Steam\SteamApps\artshep98118@yahoo.com\sourcesdk_content\generic\modelsrc\skulk.rar: Unexpected end of archive
<!--c2--></div><!--ec2-->
from winRAR.
<a href="http://www.snappycrunch.com/temp/skulk.7z" target="_blank">7-zip here</a>
EDIT - apparently there is a swear filter in place that will not let me name a genre of pictures and movies with scantily clad ladies. I don't know why.
Nevertheless, I emailed it from my Yahoo mail account to yours. Best of luck.
ok i got maya 7 as of now does any one know if milkshape or any other programs i wll have some form of converter to get ahy thing make in there into source, a link would be great but even a quike exsplination as i am pritty computer savy and have dabbled in this area before
me i am not really a fan of guns and strait human made structures, but ill gladely have a whirl at any thing kharaa esk
what polly counts are we looking at here, are sub dus and nurbs going over board?
Most new engines can push alot of polys, its mainly the shadows and pixel shader effects that kill the fps.
Id aim around 500 - 1000 triangle count, depending on the size and complexity of the prop.
However, I'm sure that there are number of mappers that would be really happy if you started work on map models. In my world that means crates, pipes, doorways, etc., but if you have the inspiration, any kind of Kharaa-esque thing for mappers to place in Kharra-controlled areas of the map would be really appreciated. Organic things (especially things that don't have a real-world reference) are things that not many people have the inspiration for.
Maybe i'll watch a few Sci-Fi films, get some inspiration.
Er...if it isn't already.
I can't figure out how to rip a texture from a HL2 model with the HLMV...always used to be able to...eh.
There saved in .vtf files.
These are just placeholders; I'm not worried about making them look good. Plus, I'm not knowingly changing the texture resolutions at all; I'm pretty sure that the original texture resolution on the skulk is 256x256.
<strike>Since I've done the skulk - I'm going to finish up the alien players and structures. If someone wants to start with the marines, just say so here so we don't end up duplicating work.</strike>
Okay, so conversion went faster than I thought. The alien side is done, and I posted a <a href="http://www.unknownworlds.com/forums/index.php?showtopic=99015" target="_blank">thread</a> in the mapping forum asking for more confirmation that people can load this stuff up in actual Source maps. Once I get confirmation of that, I can knock out the marine side in an hour or so.
[EDIT]Aaand - the marine side is done. You guys should go check that thread. Even the screens of the first test are amazing[/EDIT]
I'm under the impresion that Flayra is looking for potential employees, not contractual work.
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Why do you get that impression? I think that since UWE is a small start-up they'd be much more likely to rely on contract work for much of the artwork. Maybe 30-40%