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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Using Source SDK for modeling?

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Using Source SDK for modeling?
Offline NerdRage
04-07-2010, 11:39 AM, (This post was last modified: 04-07-2010, 12:19 PM by NerdRage.)
#1
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Joined: May 2008

Source SDK (software developer's kit) containts a nifty tool called "hammer"

this tool was used to make almost every map for every source engine game there is.

it's a brush-based geometry tool that it simple to work with and easy to master, and gives great results iwth a little effort.

it also contains a cool little tool called the "propper" it converts brushwork into a model file, that can be used as a physics prop or a static prop. this program also automaticly generates a physics mesh.

I have quite some experiance with this tool, it's not very good for curves (like a chassis of a ship, but it with effort you could make it, angular ships like the waran on the other hand would be a cinch) but for things like stations it would be ideal.

There is a problem, however, I'm not quite sure what model format Freelancer uses, but upon running the program it makes a .DX80, a .DX90, a .MDL, a .PHY, a .sw and a .VVD file.

in 15 minutes, using extremely mismatched textures from half-life 2, i made this:

[Image: stationr.png]

So, do you think it is possible to convert any of these files formats into a FL-friendly one? would this be of any use at all?

EDIT: because we all love detail

[Image: stationz.png]

[Image: bert.jpg]
[Image: siggyj.gif]
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Offline Varok
04-07-2010, 12:19 PM,
#2
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Posts: 827
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The hall with green glass could be a bar. The docking bays are more reaslist. The sizes are okay but the tanks are ... primitive...

Anyway, I dont think its FL-ish enough, but good work trough
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Offline Turkish
04-07-2010, 12:29 PM,
#3
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Posts: 2,617
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Joined: Aug 2007

It would be possible to convert them through Milkshape most likely, you would need an import filter for that though.

But with that said there are already better options available, Hammer really isn't suited to complex modeling at all. It was designed for Half-Life and should probably stay with Half-Life.

If you're really dedicated though I recall that around the launch of the Source SDK it included the ability to export to a .VMT (or something along those line) which could then be imported by Softimage XSI and developed from there.

[Image: LibreIISuper_Small.png]

I have a fetish for all things Norse.
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Offline NerdRage
04-07-2010, 01:13 PM,
#4
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Joined: May 2008

the tanks are just a placeholder, it'd be better to replace them with vanilla freelancer modules

[Image: bert.jpg]
[Image: siggyj.gif]
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Offline Bass_masta992
04-07-2010, 11:32 PM,
#5
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Posts: 667
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Joined: Jan 2008

If you could import freelancer entities you would probably be a lot better off as well.

[Image: screwingaround2.png]
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Offline Mounteblanc
04-07-2010, 11:37 PM,
#6
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' Wrote:If you could import freelancer entities you would probably be a lot better off as well.

Do I sense the possibility of Discovery models in Gmod?
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Offline Turkish
04-08-2010, 02:06 AM,
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' Wrote:Do I sense the possibility of Discovery models in Gmod?

If you search around you can find some of t he creatons done with them, Watsas made a mech out of assorted Freelancer models.

[Image: LibreIISuper_Small.png]

I have a fetish for all things Norse.
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Offline teschy
04-08-2010, 02:26 AM,
#8
20yrs & I Only Got This Title
Posts: 2,471
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' Wrote:Do I sense the possibility of Discovery models in Gmod?

http://www.garrysmod.org/downloads/?tag=freelancer
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Offline NerdRage
04-08-2010, 03:06 AM,
#9
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Posts: 520
Threads: 50
Joined: May 2008

' Wrote:Do I sense the possibility of Gmod models in Discovery?

fixed

[Image: bert.jpg]
[Image: siggyj.gif]
  Reply  
Offline Mounteblanc
04-08-2010, 04:23 AM,
#10
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Posts: 649
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Joined: Oct 2009

' Wrote:http://www.garrysmod.org/downloads/?tag=freelancer

I already have those. I just want Discovery models now.

Oh, and lulwat@Gmod in Freelancer?
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