I have actually decompiled the map, and I use it to help with entity 
placement. But as most of us know, the decompiling process doesn't give us 
something that could be easily re-compiled. It's a real mess. You would have 
to rebuild most of the brushes and it would be lots and lots of work. Then 
there are legal issues - it isn't my map. I don't know who made it and 
editing the entities like I do is probably in some legal grey area. I'd get 
permission from the author if I could find him, but I can't so I tweak the 
entities hoping that the author would approve, whoever/wherever he is :-)



----- Original Message ----- 
From: "Kenneth Swisher" <[email protected]>
To: <[email protected]>
Sent: Friday, August 07, 2009 7:43 AM
Subject: Re: [hlmappers] How to hack an image into a map? - SUCCESS!


I'll assume you haven't been following the discussion..
The challenge was to not use Hammer at all, because the goal is to
take an existing, published/released map, and add in an entity, via
given methods, that will display a Sign (like an advertisement or
something, for example) in the map, BUT not a sprite, which will
always face the player.

But yes, if we had the capability to edit the brush details, that
would be much simpler.

-Ken

Quoting niclas ohlsson <[email protected]>:

>
> Hmm instead of making a model, (which apparently is a pain in the
> butt) why didn't you create a texture and used a block in hammer?
>
>> From: [email protected]
>> Date: Thu, 6 Aug 2009 22:47:35 -0700
>> To: [email protected]
>> Subject: Re: [hlmappers] How to hack an image into a map? - SUCCESS!
>>
>> WELL THANK GOD
>>
>> On Thu, Aug 6, 2009 at 2:55 PM, tom <[email protected]> wrote:
>>
>> > Thank you for the link...
>> > Mainly as a hobby, I make 3D models, make textures and sometimes create
>> > single render images with multiple models...
>> > My home page.. free models.. 3Ds/ Obj... Mi Casa..
>> > <http://www.newhawksfull-moon.com/> It is a humble small site..
>> > <http://www.newhawksfull-moon.com/>
>> > My models are high polys so they were not made for game uses as they 
>> > are..
>> > __ <http://www.newhawksfull-moon.com/>/
>> > You said:
>> > "The only thing that tripped me up was that when you apply the material
>> > you won't see it on the model because the default view is not textured.
>> > I thought it wasn't working because of that" .
>> > /
>> > How then can anyone see how the textures are working... In my 3D
>> > world, you make model, you uvmap it, paint the textures on map(s) and
>> > apply map(s) to the model... render, view and correct as needed...
>> > later apply bones if you are posing it.
>> >
>> > BTW.. I never considered Hammer as a true modeling app.. but then I
>> > have not used the newer versions... I'm sure the ventilations ducts,
>> > cars and furnitures were made on another App...
>> > _
>> > This is not the right forum for this... sorry... again...
>> > _
>> > Tom
>> >
>> >
>> > Ook wrote:
>> > > It's a very basic tutorial, but it works. I was about to abandon this
>> > > project when I found it:
>> > >
>> > >
>> http://mrl.nyu.edu/~dzorin/ig04/lecture22/simplemdl.html<http://mrl.nyu.edu/%7Edzorin/ig04/lecture22/simplemdl.html>
>> > >
>> > > Milkshape will inport a whole slew of stuff, including models from 
>> > > quite
>> > a
>> > > few games, OBJ, LWO, DXF, 3DS, and on and on. The only thing
>> that tripped
>> > me
>> > > up was that when you apply the material you won't see it on the model
>> > > because the default view is not textured. I thought it wasn't working
>> > > because of that.
>> > >
>> > > If you want to have multiple textures on multiple faces, you have to 
>> > > dig
>> > a
>> > > bit deeper into Milkshape and learn the gui some. It's simple, but it 
>> > > is
>> > not
>> > > at all intuitive to use and can be quite frustrating until you learn 
>> > > the
>> > > basics of manipulating models etc.
>> > >
>> > >
>> > >
>> > >> Can you give a link for this Denis Zorin tutorial....
>> > >> and can Milkshape import any kind of file formats from other
>> 3d modeling
>> > >> Apps? ie.. OBJ/3DS/iwo/DXF..etc... Maybe it might be possible to 
>> > >> skip
>> > >> Milkshape's horrid UI... I read here that Valve keeps a tight wrap 
>> > >> on
>> > >> this problem...
>> > >>
>> > >> Tom
>> > >>
>> > >>
>> > >> Ook wrote:
>> > >>
>> > >>> Success!!! holy freakin crud this was a pain in the butt to do! The
>> > guys
>> > >>> that make milkshake should spend some time using Hammer - 
>> > >>> milkshake's
>> > UI
>> > >>> blows chunks in comparison. Blech!
>> > >>>
>> > >>> So, I finally figured out how to make a model the way I want no 
>> > >>> thanks
>> > to
>> > >>> the pathetic milkshake docs, and massive amounts of thanks to Denis
>> > Zorin
>> > >>> for writing a very simple on page tutorial on how to make a 
>> > >>> half-life
>> > >>> model
>> > >>> with milkshake. It worked great!
>> > >>>
>> > >>> So I added a monster_generic to the map, set it to my new model, 
>> > >>> and
>> > >>> wallah!
>> > >>> My model appears in the map just as nice as can be. It really was 
>> > >>> that
>> > >>> simple. The hard part was figuring out that this was a way to do, 
>> > >>> and
>> > >>> then
>> > >>> to actually make the model.
>> > >>>
>> > >>> ooksserver.no-ip.info:27015
>> > >>>
>> > >>> Just walk in the front door of the house, you will be looking at a 
>> > >>> pic
>> > of
>> > >>> a
>> > >>> guy holding a fish. It's really nothing exciting, just a pic on the
>> > wall
>> > >>> LOL. That is the model that I added. He is one of my admins,
>> and I told
>> > >>> him
>> > >>> I'd add his fish pic to the map. I hope he appreciates it.... :)
>> > >>>
>> > >>>
>> > >>>
>> >
>> >
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