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Messages - plsv

#1
Hello, I have modelled a cave like this:

https://imgur.com/XN4Tuw1

And I'm trying to make brushes from it/import it to hammer. I'm aiming at a medium-high poly environment for eye candy in a goldsrc jump map (we are talking 800-1000 wpolys at most at any given time from a player's perspective)

What I've achieved so far:

Hammer's better but buggy alternative Sledge can import .obj models and convert them to a .map file. I get something like this:

https://imgur.com/6T8GvXC


However every face of the model gets converted to a polyhedron (gets "brushified") regardless if that face is a plane object or a closed cube in the model. And that is a bummer because not only this creates a clipnode nightmare of a map, this kind of architecture won't even build because it leaks everywhere even though I made sure to snap every vertice to the grid (no sub 1 unit positions) and all of the shapes are polyhedrons so there is no possibility of them being deformed. I think it's just because of the polyhedrons having too little height. I'm aware of most of the goldsource limitations and that it's not made for this kind of brushing but I would really love to find a way around it. I could fix this problem with brushing a clip texture over the whole thing to avoid deformed clips and reduce clipnode count but that would take a really long time.

So I was looking into different tools and that brought here. I tried importing a model (.fbx and .dxf), it seems it imports fine into 3ds Max using WallWorm. But when I export it, my exported map is empty.

I have both "filled"

https://imgur.com/XN4Tuw1

and planar

https://imgur.com/DOzmp34

versions of my models and it's all a brush-like structure.

What needs to be done for one of the models to be exported to .map file using WallWorm? Do I need to tag each face of the imported model or something? Maybe it's easy, maybe it's more complicated than I think.

Thanks for help
:)


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