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Re: SCP:CB to Source Engine

Posted: Wed Jul 08, 2015 5:02 am
by Irontaco
If you need any help with I/O aspects of the map (sequencial cutscenes of various moving brushes, lights whatevs) let me know; i've done a few maps for Gmod gamemodes (and optimized several old ones) so i'm aware of how it works.

I'm curious though, how is the game gonna work in Source when in Blitz3D it randomly generates rooms of the map? From what i can see you're doing individual rooms as individual maps, so i'm wondering how it's all gonna be put togheter in Source, especially concerning leaks, as the connecting-pathway to a specific room would be a hole into the map's void, causing the aforementioned problem. You cannot seal leaks utilizing non-solid geometry, either. The game on Blitz3d can use independent map files for rooms since it was coded for that purpose, and 3DWorldStudio doesn't really cause that much of a fuss when it comes to leaking. While in the other hand Source was designed for complete maps.

I'm also confused as to how vvis and vrad are gonna work when you're utilizing segmented sections, since the rooms are individual maps, the game won't know how light behaves in, for example, light coming into a room from another room. Or what can be seen of a room, from another room.

Also, door-triggered areaportals would make me drool. So organized and neat. :0492:

Re: SCP:CB to Source Engine

Posted: Wed Jul 08, 2015 5:09 am
by CLgaming
Irontaci wrote:Also, door-triggered areaportals would make me drool. So organized and neat. :0492:
Get a hold of yourself Taci. I don't know when all this'll be complete so you may or may not be waiting for a while.

Re: SCP:CB to Source Engine

Posted: Wed Jul 08, 2015 10:37 am
by Tesseron
Spoiler
Irontaco wrote:If you need any help with I/O aspects of the map (sequencial cutscenes of various moving brushes, lights whatevs) let me know; i've done a few maps for Gmod gamemodes (and optimized several old ones) so i'm aware of how it works.

I'm curious though, how is the game gonna work in Source when in Blitz3D it randomly generates rooms of the map? From what i can see you're doing individual rooms as individual maps, so i'm wondering how it's all gonna be put togheter in Source, especially concerning leaks, as the connecting-pathway to a specific room would be a hole into the map's void, causing the aforementioned problem. You cannot seal leaks utilizing non-solid geometry, either. The game on Blitz3d can use independent map files for rooms since it was coded for that purpose, and 3DWorldStudio doesn't really cause that much of a fuss when it comes to leaking. While in the other hand Source was designed for complete maps.

I'm also confused as to how vvis and vrad are gonna work when you're utilizing segmented sections, since the rooms are individual maps, the game won't know how light behaves in, for example, light coming into a room from another room. Or what can be seen of a room, from another room.

Also, door-triggered areaportals would make me drool. So organized and neat. :0492:
What I plan is converting all the rooms to vmf and "stitching" them all together into one or two maps. I hadn't planned on doing a working remake of the game. It is possible and could be planned to do events such as the intro and various other things seen in game but random map generation and other such mechanics that could really only be executed via the blitz engine aren't. I haven't put much major planning in to the map port process as I have been mostly working with models and textures thus far.

In short I don't plan on random map generation as I am not sure how I would go about the process in Source.

Re: SCP:CB to Source Engine

Posted: Thu Jul 09, 2015 4:10 am
by Mr. Guy
I wish the best of luck of your compiling. Also, just asking, could you port some of the animations from the original models, just to see if it was possible. Because I'm a lua coder and that could help me with making some NextBot NPCs when you release the models. Best of luck and hope to see this soon. :D 8) P.S. I will only use these models if you give me permission to use them when they are released.

Re: SCP:CB to Source Engine

Posted: Thu Jul 09, 2015 1:30 pm
by Tesseron
Mr. Guy wrote:
Spoiler
I wish the best of luck of your compiling. Also, just asking, could you port some of the animations from the original models, just to see if it was possible. Because I'm a lua coder and that could help me with making some NextBot NPCs when you release the models. Best of luck and hope to see this soon. :D 8) P.S. I will only use these models if you give me permission to use them when they are released.
I haven't gotten to the NPC models yet but when I do I will be porting animations as well.

Re: SCP:CB to Source Engine

Posted: Thu Jul 09, 2015 8:35 pm
by Mr. Guy
Tesseron wrote:
I haven't gotten to the NPC models yet but when I do I will be porting animations as well.
Ok, I have 2 questions. 1. Will this be uploaded to the workshop (I know a stupid question to ask but just to make sure.) 2. Will you give me permission to use these models for me to make them into Nextbot NPCs when they are released?

Re: SCP:CB to Source Engine

Posted: Thu Jul 09, 2015 10:42 pm
by Tesseron
Mr. Guy wrote:
Spoiler
Ok, I have 2 questions. 1. Will this be uploaded to the workshop (I know a stupid question to ask but just to make sure.) 2. Will you give me permission to use these models for me to make them into Nextbot NPCs when they are released?
It will first be released on this thread via a mediafire link then onto the workshop sometime after. If you want to make npcs when it's released then go right ahead :).

Re: SCP:CB to Source Engine

Posted: Wed Jul 15, 2015 12:38 am
by InnocentSam
Just in case this wasn't said, the SCP-1123 model is just the HL2 skull model with the atrocity skull writing on it :) so the texture just needs to be converted to VTF format, really.

Re: SCP:CB to Source Engine

Posted: Wed Jul 15, 2015 5:39 pm
by Tesseron
InnocentSam wrote:Just in case this wasn't said, the SCP-1123 model is just the HL2 skull model with the atrocity skull writing on it :) so the texture just needs to be converted to VTF format, really.
Yeah I saw the skull and thought it looked too similar to the one in HL2. I wasn't sure if it was the same one, thanks for confirming :)

Re: SCP:CB to Source Engine

Posted: Sun Jul 19, 2015 9:43 am
by Tesseron
If anyone knows, is there a default map or main maps seed? Since I cannot implement random map generation I have to decide on a set in stone map so I want to choose one that is either default or highly recommended.