Best way to reduce a map to dev textures?

Discussion in 'Mapping Questions & Discussion' started by Diva Dan, Mar 4, 2017.

  1. Diva Dan

    aa Diva Dan hello!

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    I was wondering what the best way to reduce a decompiled valve map into developer textures would be. This means removing all unnecessary detail and reducing it to a point where only necessary brushes are in place, like what had to be done to cp_gorge_event.

    More specifically I want to do it with viaduct for an April fools map (so if that map is already redone I could just use that instead of doing it myself)

    I tried copying everything into a new file and removing everything but it is becoming and extremely lengthy process and I still get compile errors from the bad geometry the map has left me to deal with

    Is there any faster or more efficient way or will I have to suck it up and take my time?
     
  2. Erk

    Server Staff Erk erk

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    Use the replace tool with the texture browser.

    Pick the ones that you see in the map and replace them with devs.

    That's how I'd do it.
     
  3. Crowbar

    aa Crowbar perfektoberfest

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    @Erk doesn't really do the task - it doesn't reduce detailing.
    I think the way to put map back to alpha state is remaking it yourself - as my sense tells me that there is no technical way to implement that.
     
  4. Diva Dan

    aa Diva Dan hello!

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    Not like that- read my main post. I mean removing all detail and making the map as blocky as possible while retaining the gameplay
     
  5. MOCOLONI

    MOCOLONI L5: Dapper Member

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    First of all, which map is it? I'd like to remind that Source SDK comes up with some .vmf files from official maps, so you can edit these rather than decompiling and, probably, breaking something in that map.
     
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  6. Erk

    Server Staff Erk erk

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    You'll just have to remake the map then.
     
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  7. Diva Dan

    aa Diva Dan hello!

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    Okay, I'll have to remake it. But does anyone have advice on the fastest way of doing it? Like what you would recommend I reuse or maybe something with visgroups that I can work with?
     
  8. Muddy

    Server Staff Muddy Muddy

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    Not sure if there's a 'fast' way of doing so tbh. You could start by removing most of the func_details but bear in mind that things like stairs and suspended catwalks will likely be marked as func_detail too, so you'll need to have a close look and see what shouldn't be deleted.
     
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  9. Idolon

    aa Idolon the worst admin

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    Delete anything that doesn't need to be in the final map, hide anything you can keep as it is, and you'll be left with what you need to remake (which you can hide once you've remade it). Use H and U to quickly hide and unhide objects.

    In regards to what you should keep or discard: Displacement work is irreplaceable, as are most gameplay-relevant objects (any objects that players can stand on or behind to use to their advantage) assuming you want to keep the map playing the same. In my experience, working around existing playerclip/skybox boundaries is a real pain, and it's easiest to delete them and start over (though you should use your own best judgment on whether or not that is necessary).
     
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  10. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    I reduced lumberyard to it's bare minimum by placing the original map as an instance and then just placing brush after brush.
     
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  11. henke37

    aa henke37

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    You could try hiding func_detail brushes. Many of them are unimportant.