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Thread: [WIP] "Down On The Farm" L4D2 Scavenge/Survival

  1. #76
    Senior Member ZapWizard helped out a few members Reputation: 43 ZapWizard's Avatar
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    I have had good success decompiling models and re-skinning them using Blender (and also sketchup)
    I modified the stock news van to be the actual local news station, and using SketchUp raised the antenna boom.
    See here: http://goo.gl/naZH4
    I haven't got a full tutorial together, but its basically just taken from other decompiling guides.

  2. #77
    Senior Member Qmaster helped out a few members Reputation: 30
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    You can use Cannonfodders MDL Decompiler. It's included in his latest tool here: http://www.chaosincarnate.net/cannon...studiocompiler

    Once you've decompiled it, it's a simple matter of changing the texture in the smd and recompiling. You can use Find and Replace in Word or Notepad++ to replace the texture name in the smd(s). The texture is called out before every poly and usually is followed by .bmp or .tga. You can see what texture the model uses, then extract it from the appropriate gcf with GCFScape and edit that, recolor it, tweak it, etc. Save it as a new texture with vmt and all. Compile model under a new name (don't want to overwrite the old one )

  3. #78
    Senior Member Qmaster helped out a few members Reputation: 30
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    Oh, and you can also use this to add more animations to a model by importing the reference smd into Blender, then exporting as a new smd and adding it to the .qc.

  4. #79
    Senior Member Oilcake helped out a few members Reputation: 24 Oilcake's Avatar
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    Hey, everyone! Thanks for all that. I'll take all of it into account when I finally do something like that myself... For now, Inigo Montoya has stepped up and reskinned those cedars for me! Many thanks to him for that!!!

    Anyway, I'm not done yet, to make a long story short. I haven't been able to be at the computer anywhere near as much as I normally would. Things are slowly getting there, though. Here's an update of my todo list:

    - Fix up all clips/player clips - DONE
    - Add/move/adjust infected ladders - DONE
    - Add scavenge mode - 90%
    - Finalize item placement in both modes - DONE
    - Learn about and implement soundscapes - 20%
    - Redo nav - 0%
    - 3D Skybox - DONE
    - Mess with post processing/colour correction - 0%
    - Make .vpk, including poster and other assets - 50%
    - Detailing - 90%
    - Lighting - 80%
    - All the things I forgot to list above! - I'm still sure there's lots of these...

    What's annoying is that I'm missing out on paid film work, as well. I have to try to get this done ASAP so I can have it finished before I'm able to work again. I'll try to have a beta ready by the end of the week. I may do the nav next just to get a test version ready, and finalize the light/sound/last few things while testing the play... That would mean a little sooner than the end of the week, I think. I'll try to post some new screens tomorrow, as well...

    Cheers!

  5. #80
    Senior Member ZapWizard helped out a few members Reputation: 43 ZapWizard's Avatar
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    Optimizing the nav and tweaking AI spawning is very important and too many mappers skip that step. I have a friend who thought his map was done and done but he has spent almost two weeks now cleaning up his nav and adding spawn areas and hints.

  6. #81
    Senior Member Oilcake helped out a few members Reputation: 24 Oilcake's Avatar
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    Yeah, I couldn't agree more, zap. It doesn't really matter how nice it looks if it doesn't play properly! Which reminds me, I have to do a bunch of clipping before getting into the nav...

  7. #82
    Senior Member Nexusdog helped out a few members Reputation: 37
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    Sounds like your back is still causing you a lot of pain, Andy, so here's hoping you're on your feet again soon and back earning.

    More importantly, great work and many thanks for keeping the project going.

    You started sending your cv off to those games companies yet? :-)

  8. #83
    Junior Member tron00 helped out a few members Reputation: 10 tron00's Avatar
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    Quote Originally Posted by ZapWizard View Post
    I have had good success decompiling models and re-skinning them using Blender (and also sketchup)
    I modified the stock news van to be the actual local news station, and using SketchUp raised the antenna boom.
    See here: http://goo.gl/naZH4
    I haven't got a full tutorial together, but its basically just taken from other decompiling guides.
    Great map, dude! The snow is amazing. Umm.. if I could sidebar for just a sec.. How do you import an SMD into Sketchup?!?! I know about the Exporter plug-in, but haven't seen an importer..

    Oh.. and, that skybox kicks ass! You're right, that is a beautiful screenshot. Reminds me of the remake of The Crazies, with snow.

  9. #84
    Senior Member Oilcake helped out a few members Reputation: 24 Oilcake's Avatar
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    OK, so I spent hours today doing clips all over the place. I don't know how I'd thought those were 'done'. I think I was just thinking about the edges of the map. Anyway, they're done now. Except for the inevitable missed stuff!

    As I was starting earlier, Inigo hit me up on chat and suggested that instead of using the 'snowy' cedar models, I try replacing them altogether with other deciduous trees. The more I thought about it, the more I liked the idea. I've replaced them in roughly half the map, and I have some screens for everybody to check out. I'm really wondering what you guys think of the change... Is it better this way? Just different? Don't like it at all? I'm leaning towards liking it a little better, I think. I'll make a final decision tomorrow. Here are the shots:









    Let me know what you think!

  10. #85
    Senior Member Warden helped out a few members Reputation: 43
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    WOW, that does make a huge difference. I like it a lot more, it gives the map much more of an interesting horizon line and breaks up the repetition, it also looks more natural now.

    This is such a beautiful level. When you feel it appropriate can we get a video of some gameplay (for those of us who unfortunately don't have L4D2 yet)?

  11. #86
    Senior Member Oilcake helped out a few members Reputation: 24 Oilcake's Avatar
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    Gotta build a nav next, so I can get it all working! Soon after that I'll work on some video...

  12. #87
    Senior Member Nexusdog helped out a few members Reputation: 37
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    I agree with Warden, the mixture of trees makes a big difference, infact, in pic 3 you could probably pack a lot more in as you get to the edge of the map, along with shrubs and bushes.

    I can't really fault this project though, Oilcake, the attention to detail is heroic. You sir desire more credit than you can imagine for your work and I take my hat off to you for your continued successes.

    Always, always a pleasure to see your work.

  13. #88
    Senior Member ZapWizard helped out a few members Reputation: 43 ZapWizard's Avatar
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    The map is turning into a work of art...all the better once the zombies start coming.

    @Tron00, let me make a new thread such that we don't de-rail this one. I am putting together a whole tutorial so it will take a day or two to get it all in order.
    Last edited by ZapWizard; 03-02-2011 at 10:10.

  14. #89
    Senior Member Oilcake helped out a few members Reputation: 24 Oilcake's Avatar
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    Wow, thanks guys! So I guess it's gonna stay this way then. I have an appointment in a bit, but when I get home from that, I'll finish replacing the cedars and then get on to the nav... Thanks for the input! Cheers!

  15. #90
    Senior Member Qmaster helped out a few members Reputation: 30
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    Hey what happened? Your back didn't kill you did it? That would be awful. Please tell me this is just in a temporary hold. I want to play this when it's done. Is it done?

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