#de_dust 2 textures after decompilation

1 messages · Page 1 of 1 (latest)

raw fulcrum
#

Hello, I have a problem, I decompiled the official map de_dust2 and I created winter dust and the problem is that in the hamer all the textures look like normal dust but after compiling it there is such a thing that the textures are mixed with mud and the lighting is to blame, all the errors in the map have been removed and bad edges have also been removed, how can I fix it so it looks like normal dust?

If there was the same post I apologize but I searched and did not see such an announcement

gray temple
#

decompiling is learning for only

#

lightmapping on stuff just gets broken when youd ecompile

#

so you cant really recompile stuff

raw fulcrum
#

if he made it so that the map is okay then there must be a solution

analog fable
raw fulcrum
analog fable
#

for the mirage version he packed the map as fbx ??

raw fulcrum
#

did you check the dust?

analog fable
#

yup

raw fulcrum
#

so he reprotated the map to Blender and just made a model out of it, so the next problem is the collision, unless he also made the collision in Blender

analog fable
#

well he said he spent 8 hours on this, I dont think adding a skybox and changing some lights take 8 hours

#

so yeah mb he took the base map and replaced each prop light/cubemap/etc. one by one ?

#

I mean the best way to know is just to ask him lol

raw fulcrum
#

just trying but he doesn't write back :/ I wrote to him on instagram but he still hasn't responded

#

would it be possible to port vmap to blender?

#

I haven't seen anything like this possible before, that's why I'm asking

analog fable
sonic haven
#

imo, it looks like he decompiled the map, exported it as an fbx, and then threw that in modeldoc with a physicsmeshfile for the collision.

#

idk why you would need blender.

raw fulcrum
sonic haven
#

?

#

Not sure what you're talking about

raw fulcrum
#

I would argue that if you render an automatic collision for such a map, since you have such a way of rendering, the rendered collision will cover the entire map, and when you re-link, you won't move much from the rebound point.
I doubt that on its own it would want to assign collision points for the whole map

sonic haven
#

have you tested this yourself ? or is this an assumption based on nothing

raw fulcrum
#

I did a bit of collision in modeldoc

#

I also want to see when I export the map to modeldoc how the collision rendered automatically behaves, whether it will be just a square on the whole map or it will be a well done collision.

sonic haven
raw fulcrum
sonic haven
#

not sure what you mean man, sorry.

Is there any specific reason you have to put this into blender? I have zero exp with blender, so I won't be able to help you with that.

#

btw I wasn't being sarcastic or anything, you definitely could do better than what I made there. I removed most of the entities but it's not perfect since I didn't spend very long at all making it.

raw fulcrum
#

So could you explain to me how did you export it into fbx format? I should take it from there

raw fulcrum
sonic haven
#
  1. decompile the map

  2. open it in hammer

  3. file > export file > mapname.fbx

  4. create a new model in modeldoc

  5. add the mapname.fbx as a mesh (rendermeshlist)

  6. add a 'DefaultMaterialGroup' and a 'PhysicsMeshFile'

  7. recompile

#

it's all good man I didn't think that. no issue

Like i said though, you will probably want to remove things that you don't want to be converted into a model, since the spawns / other entities will get messed up.

raw fulcrum
#

it seems to me that your idea would be the best to do so, so unfortunately I will have to struggle with the objects on the map but I would like to thank you for supporting me with this problem

sonic haven
#

no prob.

I planned on trying this myself at some point anyway, so I might spend some more time on it at some point.

analog fable
#

I think it's better to wait for the guy's response

#

he will tell you exactly how he did it

#

but yeah the model is the most likely

raw fulcrum
#

I am also waiting for his response, thank you

raw fulcrum
#

for you it will take 5 minutes and for me probably much more, I don't have such a good computer for uploading such content to modeldoc :/

#

I just want you to send me the file in vmdl

sonic haven
raw fulcrum
sonic haven
#

Yeah I’ll put the download here, and okay, no problem.

raw fulcrum
#

i talked with gylala and he explain me all about de_dust2 how i can make collision, how i can repair textures so i think that the thread is solved

#

thanks all for help 😄

sonic haven
#

nice, what was the solution?

oak mauve
analog fable
#

What you need is to decompile and put it in the right folder to see the meshes

#

But no collision whatsoever

#

Thus, either you create clips everywhere, or you follow that guy's technique (plus add tons of clips too)