Best way to import Map ? ( Bug-Free )

Started by Exaco, August 15, 2015, 01:29:08 PM

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Exaco

Hello everyone, what's the best way to import maps into 3ds ?

- .VMF has some bugs on some maps, small maps works better, imported ar_shoots ( CS:GO ) it's pretty much bug-free, but when it comes to bigger ones like Dust2 there is alot of issues, some objects is untextured or resized, there is "Player Clip" which cannot be removed ( attached to model ), also NODRAW which removes together with models.

- .VBSP ( did not tried, is it good ? Or is it only for Sprites ? )

- .DXF ( it's AutoCAD, so pretty much useless i guess - wireframe/lines only )

- .MAP ( Same as .vmf ? )

wallworm

VMF is generally the most robust format. DXF has many flaws (and does not include materials and UVs). MAP does not include things like displacements and entity outputs. VBSP is actually for importing detail sprites to scatter detail props on displacements (and is not to import a level itself).

As for problems, I've generally not experienced the problems mentioned here. I'll try an import of Dust2 this week and see what comes of it. I know someone else imported Dust2 in the recent past with good results.

The materials coming off scale usually means that the MatGen Path in the global WW settings is not set to the path for where your VMT/TGA library is. If you unpacked the VPK/GCF files to your materialsrc folder, then set the MatGen path to that folder before importing the scene.

A tip for post import: click the Hide Tool Textures button in the VMF importer after the scene imports. That will create selection sets for several kinds of things (like tool textures, etc) and immediately hide them.

Exaco

#2
Thanks for info :)

I've used Hide Tools, here is how the map looks right after import and clicking Hide Tools:
https://i.gyazo.com/719c909f574aa0ff74758e97c1b39c1e.jpg

Here is some issues:
https://i.gyazo.com/948fe7fbba3598858cb74ad3ca6f2e2a.jpg

Here is how the map looks after removing all possible "Tools", left some of them in double doors, so ignore it, the problem is player clipping and nodraw - if i try to remove them, model parts removes together and there is no group, i've opened all groups. Also from ingame possible views it's not a big deal, most of them are invisible. In case i can just make it 100% transparent, however it would be best to remove them to get the map more optimized ( Render ):
https://i.gyazo.com/fc340bf7a87b13b4258ab9e468037af9.jpg

P.S. I can apply those textures and fix it, but weird thing i've noticed that some textures is there in right place and right name, but they didn't apply. There is also few objects e.g. Telephone_Pole003 and there is only Telephone_Pole001 texture in the materialsrc, so after applying it to Telephone_Pole003 object it looks ok ( using same tex for different poles ).

I import props from decompiled .vmf Maybe will leave for a night to import the entire models folder, but first gonna play around to see maybe there is fix for tex.
Also the map looks low poly - the round walls, should i uncheck the "Quadrify" or something else ?

wallworm

The Hide Tools only works at the object level. This means that an object that has a single material with a tool texture, it will be hidden. Of course, there may be some tool materials that I missed in the function. But that means that any object with multiple materials with one material being the tool texture (like nodraw) will not be hidden.

The fastest solution for this is to open Slate, click the pick material with a nodraw and then set the opacity of that material to 0. That will simply make the material disappear across the scene--far faster than going around deleting/hiding each object.

In terms of the overlays... this is a known issue. I don't really have a solution for overlays working in all scenarios yet. Until then, you'll just have to rescale/crop them when needed.

As for models with missing textures, it's usually a result of the material missing or some other similar issue. If the MatGen path is correct and the VMT/TGA (and VTF with WW Pro) are in the MatGen path, the materials will be loaded correctly (in every test I've ever done). Send me an example QC/SMD and VMT/VTF of the model you have that causes missing textures (along with them in the same relative paths as they exist on your computer) so I can see why the textures aren't loaded.

As for a model looking low-poly... that's almost certainly because the model is low-poly. WW does not reduce the polys when importing--it simply rebuilds the mesh with the actual model data from the SMD. The quadrify function does not remove any geometry. What it does is condense every two tris into quads (which is easier for modeling). That doesn't change any of the topology except it "hides" an edge between two tris.

Exaco

#4
Here it is: http://www.file-upload.net/download-10846182/root.rar.html
Edit: found a solution, the decompiled .qc has no "cdmaterials" dir, so adding some it solves the problem. ( I've used Crowbar v0.29 )

wallworm

Glad you figured it out.  :)

Quite often the cause of odd imports is based off of incorrect source files as in this case. There is really not much I can do to alleviate missing data errors.

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