Guest KENNITHH Posted July 12, 2014 Posted July 12, 2014 I had to put my other projects on hold because a few days ago I've been challenged to make CSGO's italy for SoF2 which I couldn't deny as I'm curious for the end result. The main goal is seeing how a map from a new, improved engine would look on our old engine, and trying to use new techniques which they didn't use in the default maps.At the end, compare both maps from the exact same location. All credits go to the original maker of the map, models, textures: Valve. I'm just the person who ports it (retexture, port models, ...) But as you can see, the floor is quiet messed up. It's an .ase model with spawnflags 6. I'm also wondering how I can get the best possible shadows, maybe someone knows some things I could change / add. textures/csgo_italy/sky{qer_editorimage textures/tools/editor_images/qer_skyq3map_sunExt 0.882353 0.827451 0.749020 1000 30 55 3 16q3map_lightmapFilterRadius 0 8q3map_skyLight 100 3surfaceparm skysurfaceparm noimpactsurfaceparm nolightmapsurfaceparm nomarkssurfaceparm nodlightnotcq3map_nolightmapskyParms textures/csgo_italy/skybox/sky 512 -} "_color" "0.921569 0.878431 0.796078""_lightmapscale" "0.25""ambient" "80""classname" "worldspawn"
Guest KENNITHH Posted July 12, 2014 Posted July 12, 2014 Doesn't look too bad, now I gotta start adding the models. I just wonder what would be best, md3 or ase, and still gotta fix that road somehow..
Jango40 Posted July 12, 2014 Posted July 12, 2014 ..It still looks damn good, even in this old engine. Kinda gray, but that's it.
Guest KENNITHH Posted July 13, 2014 Posted July 13, 2014 After an intense boring day of porting models, I'm almost there with the models : entity 1398 of 1846 knowing that 90% of the entities in there are models atm Some screenies in radiant: Looks good imo, must even look better ingame EDIT: And when trying to compile , I get this ************ ERROR ************MAX_MAP_DRAW_VERTS I was kinda waiting for an error to show up .. Guess I'll have to remove some smaller , unnessary models
Tempust85 Posted July 13, 2014 Posted July 13, 2014 You'll probably have to make some models misc_model_static.
Guest KENNITHH Posted July 13, 2014 Posted July 13, 2014 I had some of them as static ones before but then I had the g_Spawn no free entities error.. But i guess ill have to mix both like , the high vert ones as model static, the rest misc model and if that doesnt work, ill have to remove a few small ones.
Apprentice Posted July 14, 2014 Posted July 14, 2014 Reminds me of a map I played in Battlefront.And it reminds me of a map which I played in Elite Force Barricade24 likes this
Guest KENNITHH Posted July 14, 2014 Posted July 14, 2014 Soo... after a week of retexturing, porting models (213 : stresssssss ) , this is the result in Radiant: Now our coder asked me to compile the models as model_static because he wanted to view this error G_Spawn: No free entities (ingame) I had before , but now when using model_static, I can't even compile the map : Entity text too long (radiant)... So I tried again with misc_model and there I get MAX_MAP_DRAW_VERTS (radiant) Gotta love this editor and engine
Tempust85 Posted July 14, 2014 Posted July 14, 2014 Radiant may have a cap on how many entities as well, not sure.
Archangel35757 Posted July 14, 2014 Posted July 14, 2014 What version of GTKRadiant are you using? Are you using latest release 1.6.4 ( http://icculus.org/gtkradiant/downloads.html#binaries )???
Guest KENNITHH Posted July 15, 2014 Posted July 15, 2014 Im still using the old 1.4.0 with raven in its name , I think I have it from SoF2 files, guess it's time to upgrade? Edit: Seems like there is no pack for SoF2 but it looks like I can make an own package.. correct me if I'm wrong
Guest KENNITHH Posted July 15, 2014 Posted July 15, 2014 Seems like keeping the 213 unique models and 1746 models won't be happening When I fix one error, another one pops up.. Entity text too long: Fixed by removing some unused entity infoG_Spawn: No free entities: Fixed by mixing misc_model and model_staticMAX_MAP_DRAW_VERTS: Fixed by mixing misc_model and model_static but doing the last 2 just lags too hard Now a friend of mine suggested merging multiple models into 1 model so I can use more model_static's but thats another workaround.. and I'm already doing too much workarounds tbh
Guest KENNITHH Posted July 19, 2014 Posted July 19, 2014 I've read that you have to combine model_static and misc_model in a specific way like : make repeating models x, other that come only once y, models with high detail x/y etc.Can anyone confirm this? And explain a little more what should be what ?
CaptainCrazy Posted July 19, 2014 Posted July 19, 2014 That's a good map, I like playing it To be honest I'd personally never re-create Source maps for this engine as it would degrade it a lot and remove its beauty. When making maps I tend to stick to UDK and Source
Guest KENNITHH Posted July 19, 2014 Posted July 19, 2014 That's a good map, I like playing it To be honest I'd personally never re-create Source maps for this engine as it would degrade it a lot and remove its beauty. When making maps I tend to stick to UDK and Source It looks quiet well imo, must even look better with rend2 but yeah it's basicly just a test to compare both. But it's this engine and it's limits thats pissing me off
CaptainCrazy Posted July 19, 2014 Posted July 19, 2014 It looks quiet well imo, must even look better with rend2 but yeah it's basicly just a test to compare both. But it's this engine and it's limits thats pissing me off That's one of the main reasons that I'm put off making models for this engine to be honest. I'm used to making things for Source and Unreal so it seems like such a waste of time and effort for something that can't be fully appreciated.
Guest KENNITHH Posted July 19, 2014 Posted July 19, 2014 That's one of the main reasons that I'm put off making models for this engine to be honest. I'm used to making things for Source and Unreal so it seems like such a waste of time and effort for something that can't be fully appreciated.Totally agree, but it's the gameplay what keeps me at SOF2, I have never played something similar or better. It's all about skills in these old games while in the new games, you need luck. Plus the modding is so easy in these games If anyone would port SOF2 gameplay (physics I guess?) to another engine, I'd gladly leave this game. But in the meantime, I'll be doing this unappreciated work , just like you said.
CaptainCrazy Posted July 19, 2014 Posted July 19, 2014 It can kinda work with SOF2 but I never really play it in fact I never have. I saw a few screenshots and I can see what you're doing actually working on that game.
Guest KENNITHH Posted July 20, 2014 Posted July 20, 2014 Finally a workaround which works , constant 125fps but could be improved if I can get the hint/skip brushes working (MAX_VISIBILITY_ERROR ) Stil gotta fix some shaders though
Archangel35757 Posted July 27, 2014 Posted July 27, 2014 Totally agree, but it's the gameplay what keeps me at SOF2, I have never played something similar or better. It's all about skills in these old games while in the new games, you need luck. Plus the modding is so easy in these games If anyone would port SOF2 gameplay (physics I guess?) to another engine, I'd gladly leave this game. But in the meantime, I'll be doing this unappreciated work , just like you said.I want to bring some gameplay features from SoF2 to JKA. I want to add rapelling, ladders, climbing, etc, and some of the character animations, AI improvements-- but its more than I can do alone.
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