Shattrath in Half-Life 2

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Shattrath in Half-Life 2

Postby NAPREDATOR on Mon Nov 12, 2012 3:02 pm

Shattrath is a city from world of warcraft, so far i've taken almost all of the city from the actual game and converted it over to half life 2



There are still problems with it
-the textures on that horrendous looking tree
-missing pieces of the map
-no collision, i'll have to add playerclips around all the city and use that as the collision
Last edited by NAPREDATOR on Tue Nov 13, 2012 2:40 pm, edited 1 time in total.
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Re: Shattrath in Half-Life 2

Postby WhiteDevil on Mon Nov 12, 2012 6:14 pm

I'm glad you've taken out one of the better parts of wow out. I loved TBC
You might have some luck with lighting using -staticproppolys -staticproplighting

Good luck with your ... eh, quest.
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Re: Shattrath in Half-Life 2

Postby kraid on Mon Nov 12, 2012 6:38 pm

By converting you mean turning it into a prop.

If so, it's not a suprise at all that there is no good lightning.
By default, Source samples the prop lightning at it's origin and the whole prop will be lit with that value.

You should try using the advanced compile and add -StaticPropLighting to the light compile parameters.
This will cause the props beeing lit on a per vertex base.
Note that this will not only increase the filesize of the map but also might look strange as well in some areas.
A normalmapped prop will bypass this vertex lightning, too.

Also this won't solve your collision issues.
Since vertex collision or using a complex mesh for the collision (just found out how to do that in unity)
isn't possible in source, you'll never get it working correct.

So if you really want to have this as a playasble map in Source, i'm affraid you need to build the whole thing in Hammer and just use pieces of the current model as props for things that cannot be created with brushwork or displacement.

I seriously doubt it will look exactly as the original, but if you're good you could get at least close to it.
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Re: Shattrath in Half-Life 2

Postby NAPREDATOR on Mon Nov 12, 2012 7:27 pm

kraid wrote:By converting you mean turning it into a prop.

If so, it's not a suprise at all that there is no good lightning.
By default, Source samples the prop lightning at it's origin and the whole prop will be lit with that value.

You should try using the advanced compile and add -StaticPropLighting to the light compile parameters.
This will cause the props beeing lit on a per vertex base.
Note that this will not only increase the filesize of the map but also might look strange as well in some areas.
A normalmapped prop will bypass this vertex lightning, too.

The whole map is made up of about 20 models, when i was still building it and it was half done the light_environment was working properly,
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Re: Shattrath in Half-Life 2

Postby nub on Mon Nov 12, 2012 11:26 pm

You'd be far better off just ripping the textures from WoW and using them to build the map from scratch. Porting small props like lamp posts or benches or whatever the hell there may be in WoW is fine, but not large buildings and streets and stuff. Using 3DRipperDX (or whatever it is you're doing to get pieces of the city) and compiling chunks of geometry in to Source models and piecing them together in Hammer is a really hacked-up way of mapping. Source is not a model-based engine. It's a brush-based engine.
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Re: Shattrath in Half-Life 2

Postby srredfire on Mon Nov 12, 2012 11:59 pm

Nonsense! Zeno Clash was like 90% models! You can do it fine!

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Re: Shattrath in Half-Life 2

Postby NAPREDATOR on Tue Nov 13, 2012 1:29 am

I changed all the models from prop_statics to prop_dynamics and changed the fx color of them all to make them appear darker, now the only thing that is fullbright is the player, not much i can do about that but i can live with it

edit:
I typed that before i actually tested it properly, for some reason after i changed them all to prop_dynamics the light_environment suddenly started working properly :) no more full bright issues! so far its looking much better

Image

Image

Image

Image

Image


did i happen to mention that i can also take the npc's from the game and add them to this aswell? so that means there will be draenei guards roaming around, more than likely i could also add in the tauren chieftains



and a little something else

Image

Image

Image
Last edited by NAPREDATOR on Tue Nov 13, 2012 1:58 am, edited 1 time in total.
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Re: Shattrath in Half-Life 2

Postby Gary on Tue Nov 13, 2012 1:42 am

NAPREDATOR wrote:I changed all the models from prop_statics to prop_dynamics and changed the fx color of them all to make them appear darker,


I'm sorry, but that is awful... not only are prop_dynamics more expensive, they can't properly receive lighting or cast shadows. But if you really cared, you would map it out with brushes.


NAPREDATOR wrote: now the only thing that is fullbright is the player, not much i can do about that but i can live with it


The player model is looking for a lightmap position for light, since your map is props, the lightmap is based on the brush box you have surrounding your props. And since the props are now dynamic, they can't cast shadows, so your lightmap has no shadows.
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Re: Shattrath in Half-Life 2

Postby NAPREDATOR on Tue Nov 13, 2012 2:02 am

Gary wrote:
NAPREDATOR wrote:I changed all the models from prop_statics to prop_dynamics and changed the fx color of them all to make them appear darker,


I'm sorry, but that is awful... not only are prop_dynamics more expensive, they can't properly receive lighting or cast shadows. But if you really cared, you would map it out with brushes.


NAPREDATOR wrote: now the only thing that is fullbright is the player, not much i can do about that but i can live with it


The player model is looking for a lightmap position for light, since your map is props, the lightmap is based on the brush box you have surrounding your props. And since the props are now dynamic, they can't cast shadows, so your lightmap has no shadows.

the post has been edited, i tested it out in hammer and as you can see it doesn't look that bad, i might convert them to prop_physics though or something that has shadows
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Re: Shattrath in Half-Life 2

Postby Gary on Tue Nov 13, 2012 2:25 am

It doesn't look as bad as I thought it would... not that it looks all that great...

Also, prop_static is the ONLY prop that casts lightmapped shadows. And lightmapped shadows are the only shadows that can affect props(excluding shadow-mapped/env_projectedtexture which are not an option really). The "dynamic shadow/RTT shadow" that is cast by dynamic props(players, NPCs, prop_dynamics, prop_physics, etc.) will only be received by brushes.
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Re: Shattrath in Half-Life 2

Postby kraid on Tue Nov 13, 2012 7:24 am

What exactly are you planning to use this for once it is finished?
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Re: Shattrath in Half-Life 2

Postby PhoeniX1992 on Tue Nov 13, 2012 11:50 am

I sense a blizzard approaching... Brace yourselves
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Re: Shattrath in Half-Life 2

Postby NAPREDATOR on Tue Nov 13, 2012 2:41 pm


kraid wrote:What exactly are you planning to use this for once it is finished?

im planning on putting it on garrysmod, maybe people would like it for prop posing or something
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Re: Shattrath in Half-Life 2

Postby Shr3d on Tue Nov 13, 2012 3:00 pm

Now add all the NPC's so we can have WoW : Source. I do sure miss the BC days though, the atmosphere, level design and raids were unparalleled. It felt so warcraft, something that WoW hasn't been since WotLK.
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Re: Shattrath in Half-Life 2

Postby kraid on Wed Nov 14, 2012 7:18 am

I guess for posing it might be ok.
Maybe it would be an option to bake the lightning in a 3d app.
Ofc. it depends on the UV layout of the props, since there cannot be
overlapping UVs for lightmaps and source lacks a second UV channel
you'd eventuall have to remap parts of the props for that.
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