Hello there! Recently I tried to create a model replacement for a Goldsource game for the first time. I had a hard time figuring out the optimal solution, so I made this tutorial to make it public and also not forget about it in the future.
The following buddies are the two characters I was working with. The problem is, not only are they having different sizes, they also have very different proportions. This is usually a problem, because it demands a change in the skeletons bone layout, which will then again lead to outdated animations.
I will show you how I overcame this issue in Blender 2.8.
I wanna quickly show you what I’ve been doing for the last .. 8 days. Some guys from Sven Coop are doing a Christmas map this year and I volunteered to create a snowball cannon. Now I made it far enough to show you some results:
It probably won’t be of help for anybody really, since it is a DevC++ project and basically conforms to C++11, but maybe that isn’t such a big deal for somebody who is desperately trying to find out stuff about Goldsource/Quake map generation?! IDK, go crazy on it. Good luck!
Getting close to release: I more or less finished some remaining issues with the new feature (detail objects).
As you can see it is not a big problem to generate complex curved objects with a lot of details, while still being able to preserve some polygons. The last part is of course spoken relatively, since scenes like these will always consume more polygons than simpler ones and thus have to be used carefully.
After weeks of annoying guesswork I was finally able to implement proper rotations for point entities. Now if you ask yourself “Isn’t it just like rotating a vertex in 3D?”. Well, not exactely. Let’s just say I now know a lot more about Euler angles and rotation matrices than before and I am “absolutely” sure that will be of help in my future life. Yaha.
Anyway, when including detail groups into a source map (loose objects that are not meant to be a part of the curve itself), their member entities can be automatically rotated both along the Pitch and Yaw axis, which means the objects will follow the curve entirely in direction and orientation. This can be helpful to generate specific scenes I can imagine.
Realistic scenes like the one I added.
You know. Realistic stuff like that.
I think I will be able to release version 0.5 in the next couple of weeks.
I am still working on the new feature, which will enable you to generate additional detail objects along curve objects.
I had a hard time figuring out a specific calculation method, that actually wasn’t even necessary in the end, so there went one or two weeks of depressing work.
Pitch for Ramps
As you can see on the GIF I am including a pitch for ramps, which will make sense in some situations, where you want the detail object to actually follow the ramp completely. It won’t produce perfect alignments for every setup though.
Also at the moment the Origin of a detail object is its bounding box center point. Later I might include a way to use actual Origin brushes.
Creating Detail Objects
Detail objects are being created in the same MAP-file as the curve source objects. In order for Map2Curve to know which brush belongs to a detail object group, it has to be given a new Key and Value.
Currently it is done like this:
Key: m2c_dgroup Value: CustomGroupName
A detail object, or rather a detail object group, can consist of multiple different entities. Each one needs the same group name ofc.
What about Point Entities?
I am on it.
Entity angles and numeration
I am aiming at automatically generating rotations for point and solid entities, that use the “angles”-key (NPCs, weapons, light_spot, func_door_rotating, etc.).
Also I want add a function to number entities consecutively (button01,button02,…). For this the tool will look for keys like “target” and “targetname”. This makes generation of functional setups – that depend on individual targetnames – a lot easier.
Futile, is the word that could describe my effort participating in the ragemap 2019 event initiated by Sven Coop Forum’s mod Hezus.
The time target for the main part of that map was 3 hours. I ended up working on it a few hours on saturday and the entire sunday (the day of the deadline).
What did I do wrong?
While I know my way around Hammer and graphics, I barely know how to create multiplayer maps. I especially lack knowledge of Sven Coops gameplay and entities, which wasn’t really a problem so much, because neither did I own SC, nor were I motivated to download it for the mapping event.
So I just sticked with the standard Half-Life entities and put together a simple scene, where the team needs to split up and the main group has to protect the lone wolf, while he again controls a crane, enabling the team to escape. Finally the lone wolf can longjump down from the crane and catch up with the main group, in theory.
How well does this work in multiplayer? I don’t know. I should have started to work on this a week ago, then – maybe – I could have had the chance to test it along with some friends.
How did I create the map?
On the first day I created the crane textures and already mapped half of the the crane itself in Hammer. The crane textures were done in Photoshop CS3. I used reference images from google, mostly of Liebherr building lot cranes.
I took the rest of the textures from my existing project files of Nohra’s Concealment (maybe you already figured that out).
I used Map2Curve for the curved bridge and almost completely for the terrain. Here and there I had to fix something by hand of course, but the tool really saved a lot of time.
Mostly I was working in Hammer. I switched to JACK for creating the paths, which Map2Curve need to generate terrain.
Starting 2 days before a deadline might be a great way for keeping up the motivation, however it should be left to the experts.
Knowing the requirements of multiplayer maps also comes in handy, logically.
a little preview on the next feature for version 0.5 of Map2Curve:
Detail objects can be anything that is not meant to be turned into a curve, but is still supposed to be aligned along a curve object.
This will include point entities, too, as well as entire solid brush objects, for example lights, cross beams, ropes, etc. Anything you might want to “decorate” your curve object with.
Of course there will be certain limitations again, but this is at least meant to be a huge relief for certain mapping tasks. Primarily it eliminates the need for manually doing it by using “Paste Special” in an Editor.