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Jhirmer614 Agent

Joined: 19 Mar 2008 Posts: 116
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Posted: Sat Jul 06, 2013 8:26 pm Post subject: Extracting levels from GE64 and porting them into Source. |
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Hello everyone, I was wondering if somebody could give me pointers in extracting levels and putting them into Hammer to port into GoldenEye source. there are alot of levels missing from the game and i would like to get some into the game for personal use.
if somebody could please give me some info and tips i would really appreciate it [/u] |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Sun Jul 07, 2013 7:50 am Post subject: |
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This would be AWESOME!!! I would like to see that happen too. I have read that they are only delayed due to being burned out on design etc Be patient because it's too completed for them to quit They have the other levels they just have to update them since they switched gaming engines. Wish I knew how or I'd do it!!! _________________ [img]http://imgur.com/ud785Jq[/img] |
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Jhirmer614 Agent

Joined: 19 Mar 2008 Posts: 116
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Posted: Sun Jul 07, 2013 12:15 pm Post subject: |
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I have a way i could do it. i just need the files from ge64. i am a admin on the 1138 server in Goldeneye Source and would like those maps on our server  |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Sun Jul 07, 2013 1:44 pm Post subject: |
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While I don't know how the source engine works (I've used Unreal and am a professional Unity developer...and don't actually have the processor power on my home PC to run anything beyond UT2004...) you can export the levels as OBJ models, along with textures etc. As a warning: not everything is in eulian space, but it's not as bad as Marathon! _________________ No Mr. Bond, I expect you to be re-coded! |
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Jhirmer614 Agent

Joined: 19 Mar 2008 Posts: 116
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Posted: Sun Jul 07, 2013 2:05 pm Post subject: |
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luckily i already have the editor.
i was wondering if the files where in that folder because i notices i didnt need a rom to use the visual editor .
Thanks for answering the question i didnt even have to ask MultiX  |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Sun Jul 07, 2013 2:43 pm Post subject: |
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Jhirmer614 wrote: |
luckily i already have the editor.
i was wondering if the files where in that folder because i notices i didnt need a rom to use the visual editor .
Thanks for answering the question i didnt even have to ask MultiX  |
NP bro! Keep me posted on your map making because I would sell a KIDNEY to have JUNGLE in source and DAM! I can't fathom why they left so many of them out especially considering they had a third party SURFACE II map called Siberia that never made the cut either :O JUNGLE, DAM, and TRAIN would make just EPIC maps in this because you could hide in so many compartments in TRAIN if it was done correctly Jungle needs a few uuummm TREE STANDS to make it an amazing map. Imagine a Sniper rifle match in this level. If I ever had time to learn 3D mapping I would be releasing some masterpieces. Not trying to brag but for some reason I have a niche for multiplayer design....just ask some people in here  _________________ [img]http://imgur.com/ud785Jq[/img] |
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Jhirmer614 Agent

Joined: 19 Mar 2008 Posts: 116
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Posted: Tue Jul 09, 2013 5:43 pm Post subject: |
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well i got all the files to be .obj. next i just need to convert it again and then ill be one steo closer to getting the maps into source  |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
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Jhirmer614 Agent

Joined: 19 Mar 2008 Posts: 116
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Posted: Tue Jul 09, 2013 6:47 pm Post subject: |
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^^^ i want to do it with original textures and just call the maps Ge64_insert text here but after talking with one of the Server owners they said people that havent played the originalwould diss the graphics *which is crazy if you are playing a mod based on a game you havent played* so they will have slight updated graphics but in a classic sence  |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Wed Jul 10, 2013 5:17 am Post subject: |
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cewl I can handle original too the trick would be picking textures that feel like GoldenEye and not more of the quote "real gaming b.s." everyone seems to like so much. I want GAMEPLAY more than graphics ; ) _________________ [img]http://imgur.com/ud785Jq[/img] |
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Dylan Agent

Joined: 03 Mar 2013 Posts: 34
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Posted: Thu Jul 11, 2013 4:39 am Post subject: |
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I'm trying to do a similar kind of thing except for Goldsrc. I can't seem to find a way to convert the level to .obj. I found out how to convert everything BUT the level itself. Any help? Thanks! (Not trying to hijack thread or anything.) |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Thu Jul 11, 2013 12:28 pm Post subject: |
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I think the thing that isn't obvious is that the options available in visual editor are different depending on the selected mode.
To export an entire level to an obj file:
Open the stage you want in the visual editor. In the Mode menu select Switch Mode to, then Edit Room Positions Mode.
If you right-click anywhere in the visual editor you'll notice the menu has changed. You can now select Export Full Level to .obj.
(...or so says my resource editor! I can't actually run the editor ;*)
What level are you trying to export? Worst case somebody can do it for you. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Jhirmer614 Agent

Joined: 19 Mar 2008 Posts: 116
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Posted: Fri Jul 12, 2013 10:03 am Post subject: |
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^^^ you pretty much hit the nail on the head Zoinkitty.
also if you have problems i uploaded all the level obj files online. if you want those.
also also..... my computer took a crap so im going to be trying to get new partd for my pc today. luckily i backed up all my files  |
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Dylan Agent

Joined: 03 Mar 2013 Posts: 34
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Posted: Sat Jul 13, 2013 10:26 am Post subject: |
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I'm trying to port the Library and Complex (and maybe a few others, not sure yet) to Half-Life 1. My friends took advantage of a steam sale lately and we've been playing multiplayer non-stop. Only problem I've been having is converting the obj files to a format the hammer editor can read and making it so I wouldn't have to re-texture/uvmap the whole map as well. |
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