Home Creators Posts Import Register Favorites Logout

Content

Well, what can I say... I admit, I took on too much. At first glance, and even secondly, it doesn't seem that difficult, not that much, but then you spend a whole month making just various models for one building on the map...

Getting models from Hitman 3 is very difficult. While it takes minutes for GTA 5 or something from the Unreal Engine, here you can easily spend half an hour or more. Of course, NavKit helped me a bit, but it didn't appear right away, and its capabilities are limited, so some things still need to be retrieved manually.

As I wrote below, the lighting of the SE models also creates a lot of problems, especially if it's an open map with skylight.While Garry's Mod can more or less handle what I've built, SFM is in dire straits. It's 32-bit and can only use 3GB of RAM, and the loaded map alone takes up almost all of that. As usual, there are also water issues, which I'd say are pretty significant... I tried fixing them, but to no avail. If you see any rainbow effects where the map and skybox meet, I honestly have no idea where they're coming from or how to fix them; they just disappear at some point.I'm already having nightmares about this map. I might give it another month, but that's just to iron out some of its flaws. I won't be building anything new; my time would be better spent on other maps.

Oh yeah, I forgot. Turn on "Water -> Reflect World" in the game settings. If you turn on "Reflect All," performance will drop significantly due to the large amount of water (reflective surfaces). It'll cause double rendering.Considering that this is a large map with a long development history and is almost ready, it is only available to subscribers starting at $5.

Green water fix - https://www.patreon.com/mark2580/posts/last-haven-water-161742819

DOWNLOAD You need to log in with your patreon account to confirm your subscription. You don't need to create an itch.io account and follow me there.

Files

Comments

奧德修斯

looks awful,how about just delete those places with nothing?it keep remind me this unfinished part.my English is bad plz understand me

mark2580

Essentially, this is an unfinished map. I didn't mention it was version 1.0 and I'm abandoning it. I just can't stand the sight of this map anymore; it's caused me a ton of problems and frayed my nerves. Later, I'll spend another month cleaning it up and trying to replace the original bushes with something. They have about 10 million polygons, which is way too much for SE.

GiantKrill

Thank you for all that you've done on this map- what's here is more than sufficient for our posing needs, IMO!

mark2580

Try disabling all other add-ons. If that doesn't help, it's likely the end of the map's development for SFM, or simply a lack of memory for the 32-bit application or memory leaks.

Clément

Hi Mark, First of all, sorry for asking this here, but honestly I wasn’t sure where else to reach you. I saw you mention that importing is more complicated than it is for GTA. I was wondering if you have a faster workflow for GTA. Right now, my process is: OpenIV → CodeWalker → Blender for the assembly → Crowbar. It works, but it takes me a huge amount of time. Would you mind sharing if there’s a way to speed this up or if you have a more efficient workflow? I’d really appreciate any advice. Thanks a lot!

mark2580

What’s the initial task? Are you trying to extract an interior from the game, or just the models? That’s roughly the workflow I use. I locate all the ymap/ytyp files using CodeWalker and generate lists of the required models from them. Next, I use the "TextureTesting" program to automatically search for and export all the models (as XML files plus textures). Since I use 3ds Max, I convert that XML back into the game format using OpenIV and export the .odr files that GIMS can open. After that, I batch-import *all* the models into the scene and run the "YTYP Importer" script for 3ds Max to import the ytyp file; the script then arranges all the models in the scene exactly as they appear on the map. Essentially, the Sollumz script handles this same process in Blender. There are no magic scripts or programs that convert everything directly.

Clément

Thanks for explaining! I’m mainly exporting models. I didn’t actually know you could extract them directly from the YMAP files, so that’s really interesting. Have you ever thought about making some tutorials on your workflow? I think a lot of people would find them really helpful, especially for learning how to speed up the whole process.

mark2580

I suppose I could write a tutorial, essentially, I’ve ported almost all the relevant interiors from this game—the only one left is the last penthouse in the hills. I started working on it but put it on hold for now because part of the interior is angled, which is a real headache for mapping in Source 1. However, obviously not everyone uses 3ds Max, and unfortunately, I have no idea how the Blender script handles importing ymap/ytyp files.

Clément

That would be awesome! I think a lot of people would really appreciate a tutorial, even if it’s focused on 3ds Max. The overall workflow and automation would still be very useful to understand. I’m using Blender with Sollumz, but I also have access to 3ds Max, so I’d be happy to learn that workflow as well. I’m always looking for ways to make the export/import process faster. Thanks for taking the time to explain your workflow!

Clément

I also wanted to take the time to thank you for all the GTA 5 props you have imported for Garry’s Mod. The French RP community really loves them and uses them a lot in their servers. Your work has made a big difference for many creators and players, and it’s great to see the effort you put into making these assets available. Thanks again for all the time and work you’ve invested into this!

TyrannosaurusVenom

When I import the map, all the water is green. I've tried many online options for how to fix it, and it's still green. I will take any advice on how to fix it, cause I really want to use this map.