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Use HL2 Hammer Editor to create GE Levels
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BillyGlenn
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 PostPosted: Fri Feb 08, 2008 4:01 pm    Post subject: Use HL2 Hammer Editor to create GE Levels Reply with quote Back to top

I haven´t tried it yet but it could work.

- Create a .wad file of the ge textures - http://rapidshare.com/files/90413580/GE.wad
- Create a map with the hammer editor using the wad file
- compile this map to a hl2 map (bsp format)
- use the tool bsp2obj (it converts the bsp to the obj format)
- now use subdrag´s tutorial about creating a map from scratch
http://www.goldeneyevault.com/files/tutorials/newlevels/geeditorv2newlevels.pdf


- create a txt file out of the .mtl from bsp2obj
- now start the Ge editor and chose an uncompressed map
- go into visual editor and select "convert .obj to ge level"
- do some editing like clipping and create starpoints
- export it to a ips patch


bitmap to wad:
http://www.atomicwarrior.com/logos/tutorialcolor4.html
Hammer editor (or download via steam):
http://collective.valve-erc.com/index.php?doc=1039631978-44855700&page=7
bsp2obj:
http://fwheel.net/gk3/gk3mod2obj/bsp2obj.html

maybe someone have the time and skill to test this out


Last edited by BillyGlenn on Fri Feb 08, 2008 9:50 pm; edited 1 time in total
 
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SubDrag
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 PostPosted: Fri Feb 08, 2008 5:07 pm    Post subject: Reply with quote Back to top

That should work! Just make sure all the final images are bitmaps and 32 x 32 max size (this is easy to do after the fact don't worry).

Can you make a simple box room and see?
 
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Wreck
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 PostPosted: Fri Feb 08, 2008 5:55 pm    Post subject: Reply with quote Back to top

I wouldn't mind trying this out myself, but I've no idea how to make this .wad or .pak file of GoldenEye's textures. It won't even let me get started until I have a texture file available to use. If someone knows how to go about creating one, that'd be a big help in designing maps for GE.
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BillyGlenn
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 PostPosted: Fri Feb 08, 2008 10:04 pm    Post subject: Reply with quote Back to top

i´m gonna try it today.
The hl hammer editor is a very easy tool it would be great if we can use this to make new maps.
Its no problem to learn how to create maps with it. It takes maybe 2 days and many people know the hammer editor already.
Learning a model tool like "blender" is much harder.
And the best thing is that you can download all the tools you need for free.

First i´m gonna try to convert the ge bitmaps into one wad file and then copy it to the hammer folder.
 
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Wreck
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 PostPosted: Fri Feb 08, 2008 10:57 pm    Post subject: Reply with quote Back to top

Sounds great. Smile
Be sure to keep us updated on your progress.
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BillyGlenn
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 PostPosted: Sat Feb 09, 2008 7:08 am    Post subject: Reply with quote Back to top

looking good so far:





i converted the goldeneye textures into one wad file and installed them into the hammer editor

here´s the wad
http://rapidshare.com/files/90413580/GE.wad
 
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Kode-Z
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 PostPosted: Sat Feb 09, 2008 8:05 am    Post subject: Reply with quote Back to top

Well, well, well! I'm gonna try this out!
 
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Dragonsbrethren
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 PostPosted: Sat Feb 09, 2008 9:49 am    Post subject: Reply with quote Back to top

Awesome! I've been using Hammer for my maps but I didn't realize there was a tool to convert compiled (.bsp) maps to .obj, leading to lots of redundant geometry in my test maps (Which I assume will slow down a larger map considerably). I'll have to give this a try later.

Also, thanks for making that wad, I had planned on doing the same but got lazy and just made one with the textures I planned on using.

Edit: I'm getting an error using bsp2obj, does it only work with HL2 maps? I thought they were the same format HL1 uses but it's telling me the map I just compiled is invalid.
 
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Kode-Z
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 PostPosted: Sat Feb 09, 2008 11:10 am    Post subject: Reply with quote Back to top

How do I go about making the WAD file by myself? I've tried, but have had no luck! Sad
 
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BillyGlenn
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 PostPosted: Sat Feb 09, 2008 11:23 am    Post subject: Reply with quote Back to top

okay i compiled the map to a bsp file and then used crafty to convert it to a .obj file

Now i have the .obj file and the .mtl but the mtl only shows this:

"newmtl material_0
Kd 1.0000 1.0000 1.0000
illum 0"

nothing usefull to put into the textures.txt

maybe someone can help me out?

edit:

i think i´ve got the problem:

Initializing engine...
OS: Windows XP Service Pack 2
CPU: AMD Athlon(tm) 64 Processor 3700+ MMX/3DNow!/SSE/SSE2
GPU Vendor: NVIDIA Corporation
GPU Renderer: GeForce 7800 GT/PCI/SSE2
OpenGL Version: 2.1.1
Shading Language Version: 1.20 NVIDIA via Cg compiler
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_TEXTURE_UNITS_ARB: 4
GL_MAX_LIGHTS: 8
GL_ARB_multitexture support: True
GL_ARB_texture_env_combine support: True
GL_ARB_texture_env_dot3 support: True
GL_ARB_fragment_shader support: True
GL_ARB_vertex_shader support: True
GL_ARB_shader_objects support: True
GL_ARB_shading_language_100 support: True
Initializing sprite font...
Name: Courier New
Size: 8x12
Engine initialized.
Loading C:\Users\BillyGlenn\Desktop\ge stuff\ge.bsp...
BSP version: 30.
Loading entity lump (0)...
Loading plane lump (1)...
Loading texture data lump (2)...
Loading vertex lump (3)...
Loading visibility lump (4)...
Loading node lump (5)...
Loading texture info lump (6)...
Loading face lump (7)...
Loading lighting lump (Cool...
Loading clip node lump (9)...
Loading leaf lump (10)...
Loading mark surface lump (11)...
Loading edge lump (12)...
Loading surface edge lump (13)...
Loading model lump (14)...
Parsing entities...
1 entities parsed.
Building materials...
Loading materials from BSP file...
0 materials loaded from BSP file.
Building source game references for half-life 2...
WAD file ge.wad not found.
Material image1139 not found.
Material image284 not found.
Material image291 not found.
Material image699 not found.
Material image720 not found.
0/5 materials built.

Building faces...
207 faces built.
Building models...
1 models built.
Building leafs...
27 leafs built.
Building sky...
Material 2desertft not found.
Material 2desertbk not found.
Material 2desertrt not found.
Material 2desertlf not found.
Material 2desertup not found.
Material 2desertdn not found.
Sky built.
C:\Users\BillyGlenn\Desktop\ge stuff\ge.bsp loaded.



Quote:
I'm getting an error using bsp2obj, does it only work with HL2 maps? I thought they were the same format HL1 uses but it's telling me the map I just compiled is invalid.


i found a better programm called crafty
http://nemesis.thewavelength.net/index.php?p=45


Quote:
How do I go about making the WAD file by myself? I've tried, but have had no luck!


i´m using the tool "wally" but you need to make the textures to jpg first

http://www.telefragged.com/wally/
 
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fantsu
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 PostPosted: Sat Feb 09, 2008 11:40 am    Post subject: Reply with quote Back to top

hahahahah, the

Cool in the middle....

Laughing Laughing Laughing Laughing Laughing Laughing
 
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Wreck
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 PostPosted: Sat Feb 09, 2008 11:55 am    Post subject: Reply with quote Back to top

Dang, that looks pretty sweet. Surprised
Thanks for putting together the .wad file. I'll definitely have to give this a try when I'm back on my newer PC. I've had some ideas for new GoldenEye maps for quite sometime, and this may be the first step in bringing them to life.
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Dragonsbrethren
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 PostPosted: Sat Feb 09, 2008 1:30 pm    Post subject: Reply with quote Back to top

Looking forward to seeing your work, Wreck. If you need any help with Hammer let me know, I doubt you will though, it's such as easy program to use compared to Blender.

BillyGlenn: I'm downloading Crafty now, I'll let you know if it works for me or not.

Edit: It's giving me the same error it would if I didn't have the .NET framework installed, except I do have it installed. Maybe I need to update it, going to take forever on dialup though...
 
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BillyGlenn
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 PostPosted: Sat Feb 09, 2008 2:05 pm    Post subject: Reply with quote Back to top

i solved the texture problem above:

here is the download for the .obj file and the mtl:
http://rapidshare.com/files/90508845/ge_stuff.rar.html

after creating the texture.txt i used the goldeneye editor to convert the obj file into a ge level but the editor seems to have a problem with tga files:
"Error converting bitmap ge_material_0.tga"
maybe SubDrag can help with this.


--------------------------------------------------------------------------------------

Quote:
It's giving me the same error it would if I didn't have the .NET framework installed, except I do have it installed. Maybe I need to update it, going to take forever on dialup though...


you need to download the Microsoft Visual C++ 2005 SP1 too.
http://nemesis.thewavelength.net/index.php?p=46
 
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Dragonsbrethren
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 PostPosted: Sat Feb 09, 2008 4:30 pm    Post subject: Reply with quote Back to top

BillyGlenn wrote:
you need to download the Microsoft Visual C++ 2005 SP1 too.
http://nemesis.thewavelength.net/index.php?p=46


That would be the problem, I don't have the service pack installed. It's three times larger than the .NET update that just finished, it may be a while before I can use this program...if I could count on this ISP not to cut me off I'd just leave my computer on overnight but I'll be lucky if I get this post typed without it cutting me off. Razz

Edit: Hey, I must've gotten a good connection this time, I was able to download it in about an hour. Crafty is working fine now, I'm able to view my test room (It's not textured though...hmm).
 
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