Hi,
I don't have much experience with hammer though I want to port a map from an xbox game (Jet Set Radio Future) to TF2.
Yes I am able to extract models and textures from the game (http://jsrf-inside.blogspot.com/)
From what I have searched and found, its not possible to import a model as map with collision because of how hammer/source work with brushes.
So what I want is use a pre-made 3D model and use it as map, at least visualy, with its own textures.
Though can I get a decent performance for such map by importing the map model as many statics props? and use nodraw brushes for collision and eventually use them as visleafs for the static props?
The JSRF level model is around 75 758 triangles without the props though I can reduce that still a bit, its a pretty wide open map, so I don't know how much visleafs would help there.
Here's a gameplay video in which you can see the level.
http://www.youtube.com/watch?v=9RWzlFZUHYI
Also how many textues can a static prop have? this JSRF map model has a lot of textures.
That being another issue, say there's about 70 unique textures (from 128*128px to 512*512px) :O can I get enough different textures in one single prop and will this be a problem fir people to download the map and materials/textures from the server?
I am not concerned about props not casting self shadows, as long as they can cast the shadow of a "sun light" or a pregenerated shadow from lightmap.
So would this be feasible, or its a little too cazy, particularly for the framerate and the amount of data to download from the server hosting the map?
Thanks for your time and advice =)
I don't have much experience with hammer though I want to port a map from an xbox game (Jet Set Radio Future) to TF2.
Yes I am able to extract models and textures from the game (http://jsrf-inside.blogspot.com/)
From what I have searched and found, its not possible to import a model as map with collision because of how hammer/source work with brushes.
So what I want is use a pre-made 3D model and use it as map, at least visualy, with its own textures.
Though can I get a decent performance for such map by importing the map model as many statics props? and use nodraw brushes for collision and eventually use them as visleafs for the static props?
The JSRF level model is around 75 758 triangles without the props though I can reduce that still a bit, its a pretty wide open map, so I don't know how much visleafs would help there.
Here's a gameplay video in which you can see the level.
http://www.youtube.com/watch?v=9RWzlFZUHYI
Also how many textues can a static prop have? this JSRF map model has a lot of textures.
That being another issue, say there's about 70 unique textures (from 128*128px to 512*512px) :O can I get enough different textures in one single prop and will this be a problem fir people to download the map and materials/textures from the server?
I am not concerned about props not casting self shadows, as long as they can cast the shadow of a "sun light" or a pregenerated shadow from lightmap.
So would this be feasible, or its a little too cazy, particularly for the framerate and the amount of data to download from the server hosting the map?
Thanks for your time and advice =)
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