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Moderators: Copy-Cat, Slippery_Jim, Beckett, Junkyard_Dawg
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Copy-Cat
Thu Oct 04 2012, 06:52am

Registered Member #1
Joined: Wed Nov 10 2010, 06:11am

Posts: 220
Recreated maps, 100% brush size accuracy.

You just have the easy task of texturing, recreating doors, and importing and positioning the entities.
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Slippery_Jim
Fri Oct 05 2012, 10:23pm

Registered Member #30
Joined: Wed Nov 24 2010, 06:40pm

Posts: 159
Hmmm, not sure how it can be 100% unless you imported it. If so then it might be worth looking at. Potentially not difficult to write an app to import all the entities. Depends if the geometry is all the same at the exact location in the world.
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Copy-Cat
Fri Oct 05 2012, 11:03pm

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Joined: Wed Nov 10 2010, 06:11am

Posts: 220
Lets look at the process I use a bit further and run a few tests.

If I created a working Swat 3 map in worldcraft consisting of
floor 500 x 500 x 2
cube 64 x 64 x 64
basic entities to make it work.

Rip geometry using SCN editor and 3dRipper DX, to get object file.
Open Obj file in Maya and resize the entire map using my predetermined scaling on X, Y, Z.
Lock geomtery so it cannot be rotated, moved or scaled.
Recreate the floor and cube geomtery.
Export recreated geomtery to an obj. file, Use blender to convert to .map format.
Open the .map in WorldCraft.

Test 1. Save .map file from worlcraft. Open original .map file we started with and the imported .map file in NotePad and compare data. The Height X Width x Depth will match for both floor and cube.

Test 2. copy the floor and cube and paste it over the orginal floor and cube I created as the map. The Geomtery will line up perfectly to the grid in Worldcraft and to each vert of the floor and cube. Save file and compare the position of both cubes and floors and data of the position will match.

Of course the Original Swat 3 maps are more than just a few cubes, and will take more time to complete. Had this process been accepted soo long ago I probably would have had all the maps completed in 24 weeks. ;-)

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Slippery_Jim
Sat Oct 06 2012, 04:18am

Registered Member #30
Joined: Wed Nov 24 2010, 06:40pm

Posts: 159
I would say that there are too many variables in that process. It may technically be possible with a lot of testing to refine the process but I am not sure it is worth the effort.

The map would require a lot of cleaning up. From my understanding of the ripping process we would also end up with a lot more polygons than the original. This would make doing texture work a bloody nightmare.

Personally I think it is too much effort that we can't afford to really get into. Biggest mistake mod makers always make is biting off more than they can chew. We still have so much on our plate already.

I think though that this idea is something worth exploring down the road on some of our favorite maps (I call dibs on Import Store, lol).

Thanks for typing out that explanation. I remember now us talking about the process before but only after your post refreshed my old man memory.

[ Edited Sat Oct 06 2012, 04:24am ]
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Copy-Cat
Sat Oct 06 2012, 07:21am

Registered Member #1
Joined: Wed Nov 10 2010, 06:11am

Posts: 220
My "plate" is clean. Nothing to do. I am currently just providing help and support for the other mappers.

What cleaning would you have to do? the map brushes don't lie, recreating geomtery is just a matter of following the lines.

Give a map a try is all I can say. You can add all the detail to those buildings in MissionL we talked about soo long ago.

Just for fun, I am going to convert your NBC map back to a .map file, so if you still have the source, you can compare em. What do you think?



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Slippery_Jim
Sat Oct 06 2012, 08:08am

Registered Member #30
Joined: Wed Nov 24 2010, 06:40pm

Posts: 159
Sure doesn't hurt to try but what about the problem of texturing? For instance the 3D "capture" process breaks down a simple rectangular wall into many different polygons. To texture it would be a royal pain. Throw in Worldcraft bugs and you end up with funky texturing.

The problem with using the Christmas map is I don't have a clue what version was used for the release. Since then I have updated it a lot.
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Copy-Cat
Sat Oct 06 2012, 05:34pm

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Joined: Wed Nov 10 2010, 06:11am

Posts: 220
I am not convinced you understand the ripping process, I also have a good feeling you are going to like what you see. Once you see the file you'll understand.

About the NBC map, I stayed up a bit longer last night and redid some items for you to match up. I didn't do the entire map because you have the source and you've updated it quite a bit.

Grass, clip box around house, and all the snow mobiles, front porch ramp, and the small sled in fromt of the house

[ Edited Sat Oct 06 2012, 05:50pm ]
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Slippery_Jim
Sat Oct 06 2012, 09:17pm

Registered Member #30
Joined: Wed Nov 24 2010, 06:40pm

Posts: 159
Copy-Cat wrote ...

I am not convinced you understand the ripping process


Probably true, but I experimented with a similar process many years ago. Once the .RMF gets compiled in worldcraft the geometry gets broken down into triangles instead of rectangles. A single rectangular wall surface gets broken down into many triangle polygons.

Is this not accurate to your process?


[ Edited Sun Oct 07 2012, 12:48am ]
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Copy-Cat
Sun Oct 07 2012, 03:39am

Registered Member #1
Joined: Wed Nov 10 2010, 06:11am

Posts: 220
No, that is not the case in my process. The maps are ready for textures and entities after I get thru with porting them. There are only a few cases where "recreated geomtery" is not exportable, mainly triangles. To port trianlges a 6 side brush will be used to represent 3 of the triangles' corners while the 4 corner of the brush will have to merged in Worldcraft to complete the triangle brush.

Again you will understand once you see the file.


[ Edited Sun Oct 07 2012, 03:47am ]
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Lord_Beckett
Sun Oct 07 2012, 03:48am
Guest
SJ - the import store map file is on the swat 3 mapping channel's fileshare in teamspeak.

[ Edited Sun Oct 07 2012, 03:49am ]
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