vmf <--> lightwave / 3dsmax / hammer


Jizmiz
10-22-2005, 08:21 AM
I have a feeling that the answer will be a big fat NO, but here goes.....

Does anyone know of a filter for lightwave / 3dsmax / hammer to import 3d models from vmf format into and back out of such a program?

Or anything close?

It would just be handy..

Cheers anway, i'll go back under my rock now!

MeleeMe!
10-22-2005, 08:45 AM
Do you mean taking brush work from hammer and turning it into a 3d model?

Jizmiz
10-22-2005, 08:49 AM
exactly, and back again..

josh_u[RR]
10-22-2005, 10:19 AM
the good news is, actually there is a way to just that. the bad news is, I don't know how its done. :(

check the modeling forum. I think trip jed has posted something on this somewhere.

TheSurgeon
10-22-2005, 11:02 AM
you have to export from hammer to .dxf or something like that. it's some autocad format, but you should then be able to import it into 3dsmax or most other programs. the normals will probably be flipped, and all the faces are split, so it's not really much use for converting brushes straight to models. but it is useful for making models that fit perfectly to your brushwork. i used an exported bunker to model some camo nets a few weeks ago.

Jizmiz
10-22-2005, 12:46 PM
Originally posted by josh_u[RR]
the good news is, actually there is a way to just that. the bad news is, I don't know how its done. :(

check the modeling forum. I think trip jed has posted something on this somewhere.

Do you know, I didnt even realise there was a moddeling forum!!

I hope there is a way, sometimes it would be easier ( and lazier! ) to throw a model into LW or 3ds to work on.. then back to hammer again to add textures.

I shall endevour to peruse the aformentioned forum now

Thick as a pint of stout sometimes me!

Thanks for your help again!



Originally posted by TheSurgeon
you have to export from hammer to .dxf or something like that. it's some autocad format, but you should then be able to import it into 3dsmax or most other programs. the normals will probably be flipped, and all the faces are split, so it's not really much use for converting brushes straight to models. but it is useful for making models that fit perfectly to your brushwork. i used an exported bunker to model some camo nets a few weeks ago.

I have a feeling you are right... if thats the case.. I'll forget the idea quick, I did find a few tools that looked promising, but nothing that looks easy and seamless as yet.

again, its just that sometimes i think.. "God.. not this again!" when I am creating damaged walls etc... know what I mean?

Thanks for the info!

meelo
10-22-2005, 04:44 PM
As far as VMF to any 3d package for the purposes of editing levels? No. It can't be done. I believe there were some plugins a while back for Half-life 1 that turned 3ds into a level editor, but nothing like that is around for HL2 that I know of.

You CAN however, export objects to DXF format via file > export DXF (this will export your entire level, excluding point entities) for the purposes of setting up scripted sequences, animations or props that need to be a specific size. What loads in your 3d package of choice is exactly what's in hammer, only no textures or colours. It's very useful for setting up specific purpose props, or multi-use props that need to fit into a certain space constraint. You would export the result as an SMD then compile it into an MDL which would be loaded into Hammer for use as a prop_whatever.

I know Hammer sucks at texture alignment and I would KILL for better control over my level meshes and texture tiling/alignment that 3ds would allow me, but we'll just have to live with what we've got I suppose.

Jizmiz
10-22-2005, 05:38 PM
Originally posted by meelo
As far as VMF to any 3d package for the purposes of editing levels? No. It can't be done. I believe there were some plugins a while back for Half-life 1 that turned 3ds into a level editor, but nothing like that is around for HL2 that I know of.

You CAN however, export objects to DXF format via file > export DXF (this will export your entire level, excluding point entities) for the purposes of setting up scripted sequences, animations or props that need to be a specific size. What loads in your 3d package of choice is exactly what's in hammer, only no textures or colours. It's very useful for setting up specific purpose props, or multi-use props that need to fit into a certain space constraint. You would export the result as an SMD then compile it into an MDL which would be loaded into Hammer for use as a prop_whatever.

I know Hammer sucks at texture alignment and I would KILL for better control over my level meshes and texture tiling/alignment that 3ds would allow me, but we'll just have to live with what we've got I suppose.


i think you just hit the nail on the head.. mdl is the way to go. I want to create destroyed walls etc.. this is the only are where hammer really falls over..

I tried softimage. but f***.. what a nightmare and a learning curve!!!

Then I came accross a lwo ( lightwave ) to mdl converter, including textures!!

Have a look at this....

http://82.17.3.86/maps/lw2hammer.jpg

This was created in LW and run through a converter. including tectures... not bad eh?

You can get the converter from here and full instructions on how to use it. ( google cached version )

http://66.102.9.104/search?q=cache:qbMUjdTF2SUJ:vbulletin.newtek.com/showthread.php%3Ft%3D39799+lightwave+hl2+exporter+&hl=en

Jizmiz
10-22-2005, 06:08 PM
and here is a vtf -> tga converter

http://www.csbanana.com/?section=viewitem.tools.tools.main.97

meelo
10-23-2005, 02:25 AM
Good stuff :D Glad to see you found a solution to your conundrum.

Just don't forget about LOD if you're going to make static or physics props.

I had to decompile a couple models to figure out LOD but it's pretty easy once you get it. Painfully easy, really.

Quick rundown:
1. Export your high detail model and collision box
2. Reduce polycount on your model and export again to a new file (probably starting with lod_ or lod#_)
3. Your QC should look something like:

// Output .MDL
$modelname folder/modelname.mdl

// Directory of .BMP
$cdmaterials folder/
//If it's a dynamic of physics prop, don't use $staticprop
$staticprop

$scale 1.0

// whole body, this is where the LOD stuff comes in
$model "Body" "highresmodel.smd"
$lod 45
{
replacemodel "highres" "firstlod"
}

$lod 65
{
replacemodel "highres" "secondlod"
}

$surfaceprop flesh

// sequences: all sequences are in $cd
$sequence idle "model" loop fps 15

$collisionmodel "collision.smd" {
// Mass in kilograms
$Mass 500
//if collision model is concave
$concave
}

You can include as few or as many LODs as you want at any distances you need. Use HLMV to check how your LODs look (check the auto LOD box and scroll away from your model, the viewer will swap out for the LOD models at the distance you set)

I guess you can't really use too many LODs, but it can bloat your MDL size if you go nuts.

There's my two bits. PM me if you're confused or have any specific questions, I'd be glad to help out if I can.

Watchtower
10-23-2005, 09:06 AM
Cool stuff.

Alot of people are scared of modeling but once you learn the interface, its very easy and makes you wonder why you didnt start earlier.

I could easily make anything found on a hl1 level, and working everyday to make higher poly stuff.

Give it a try people. You may find that you like it better than mapping.

Jizmiz
10-23-2005, 11:28 AM
Originally posted by meelo
Good stuff :D Glad to see you found a solution to your conundrum.

Just don't forget about LOD if you're going to make static or physics props.

I had to decompile a couple models to figure out LOD but it's pretty easy once you get it. Painfully easy, really.

Thanks Meelo... thats really useful stuff!!

I shall try when I have the time to make a few mdl's

Jizmiz
10-23-2005, 11:40 AM
Originally posted by Watchtower
Cool stuff.

Alot of people are scared of modeling but once you learn the interface, its very easy and makes you wonder why you didnt start earlier.

I could easily make anything found on a hl1 level, and working everyday to make higher poly stuff.

Give it a try people. You may find that you like it better than mapping.

Its true.. once you get used to the terminology and interface these apps are quite easy to use and damn handy for the more complex models.

Now after saying that i just have to get good at it.. ehem!

Although I have created a large 3d sausage if thats of any use to anyone?.. Germany is famous for its sausages dont u know!
here is a pic.

http://82.17.3.86/maps/bigsausage.jpg

mdl is here : http://82.17.3.86/maps/bigsausage.zip

Unpack them in the root of your model directory.. I am sure that this model will improve gameplay tenfold!!

The most important thing is to share what you find out if poss.. sharing info is useful to dimwitted specimens like myself.

Thanks


exit left!

meelo
10-23-2005, 06:21 PM
Haha! Good show.
I'm quite surprised at this point that this thread remains in Mapping and hasn't been moved to Modelling yet.

The biggest headache I've found with creating LODs so far is how messed up my UVW maps get as I remove polys from my high res version. I'm sure there's some simple way to correct this, but I haven't learned it yet ):

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