Original Map conversion

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Original Map conversion

Post by Soviet » October 5th, 2007, 12:09 am

how did you go about recreating pavlov for cod2? what were your tactics or maybe any tools you might have used?
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Post by Drofder2004 » October 5th, 2007, 5:52 pm

Tools:
- Pen
- Ruler
- Paper
- Calculator (Optional)
- The Measurement Mod (Although I did start the conversion without this)

How:
- Start with the main or 'easiest' feature of the map. Pavlov's main feature ofcoruse, was the house.
- Get the size of the house and scale it down onto paper.
- Now create blueprints of the house, going room to room, wall to wall. Ignore features such as doors/windows or any details such as holes.
- Once all floors are complete, add details such as doors/windows.
- Convert blueprints to Radiant slowly brush by brush.
- Add floor detail, such as the holes in the floor.
- Add stairs.
- Add wreckage, broken walls.
- Once all detail added. Add models, lamps, furniture.
- Add lighting
- Compile and test. Gather problems, things to change.
- Modify and recompile. Repeat until happy.

Follow steps on all 4 buildings and the ruins scattered around the buildings.

Use screenshots (or better yet, a second monitor running the game) to get landscape view. Start creating terrain (I started with the trench first and build around it).

Once the area inside the map has been completed, start work on the outer areas. In Pavlov's case, the several buildings you can see in the distance. Although these did not require as much detail, as they were intended for atmosphere.

Add minefields.

Compile and Alpha.
Modify.
Compile and Beta.
Modify.
Compile and Final.
:)

(I was going to upload all my sketches, blueprints, etc but someone in my house saw all my paper work scattered around my desk [and area around my desk]and decided it was rubbish. thanks Mum :P).
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Post by [SoE]_Zaitsev » October 5th, 2007, 8:29 pm

Shoud've thrown yourself in the bin and don't let it go to waste ;)
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Post by Drofder2004 » October 5th, 2007, 8:38 pm

Give me some cash and i'll redraw all the blueprints :P
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Post by All-Killer » October 5th, 2007, 9:41 pm

Im also bussy with a cod2 conversion of a map. I just make every building out of prefabs, easy to modify,hide,rotate etc.
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Post by Drofder2004 » October 6th, 2007, 1:25 am

All-Killer wrote:Im also bussy with a cod2 conversion of a map. I just make every building out of prefabs, easy to modify,hide,rotate etc.
Yep, didn't mention that. I made every floor a prefab and then made all the building a prefab...
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Post by Soviet » October 6th, 2007, 4:10 am

Drofder2004 wrote:Tools:
- Pen
- Ruler
- Paper
- Calculator (Optional)
- The Measurement Mod (Although I did start the conversion without this)

How:
- Start with the main or 'easiest' feature of the map. Pavlov's main feature ofcoruse, was the house.
- Get the size of the house and scale it down onto paper.
- Now create blueprints of the house, going room to room, wall to wall. Ignore features such as doors/windows or any details such as holes.
- Once all floors are complete, add details such as doors/windows.
- Convert blueprints to Radiant slowly brush by brush.
- Add floor detail, such as the holes in the floor.
- Add stairs.
- Add wreckage, broken walls.
- Once all detail added. Add models, lamps, furniture.
- Add lighting
- Compile and test. Gather problems, things to change.
- Modify and recompile. Repeat until happy.

Follow steps on all 4 buildings and the ruins scattered around the buildings.

Use screenshots (or better yet, a second monitor running the game) to get landscape view. Start creating terrain (I started with the trench first and build around it).

Once the area inside the map has been completed, start work on the outer areas. In Pavlov's case, the several buildings you can see in the distance. Although these did not require as much detail, as they were intended for atmosphere.

Add minefields.

Compile and Alpha.
Modify.
Compile and Beta.
Modify.
Compile and Final.
:)
damn...my respect for you just rose a bit...

where can I get the measurement mod? Its not on the forums.
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Post by Pedsdude » October 6th, 2007, 4:35 am

What map are you thinking of making, Soviet?
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Post by Soviet » October 6th, 2007, 5:05 am

i'm planning on taking a portion of kharkov, opening up some of the buildings, and closing off exits to create an infantry type kharkov map.
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Post by All-Killer » October 6th, 2007, 10:29 am

Measurement mod never got released, but there is another way: http://codjumper.com/forums/viewtopic.php?t=4087
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Post by [SoE]_Zaitsev » October 6th, 2007, 12:30 pm

Soviet wrote:i'm planning on taking a portion of kharkov, opening up some of the buildings, and closing off exits to create an infantry type kharkov map.
My fav map. Dark, large, loads of sniping positions, never being at the same spot twice :D
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Post by Soviet » October 6th, 2007, 6:58 pm

All-Killer wrote:Measurement mod never got released, but there is another way: http://codjumper.com/forums/viewtopic.php?t=4087
thanks for that man, but droffy posted a picture a ways down which is supposed to show calculations for that...and its not there, so i don't know what calculations to do with the numbers :(

edit: I got how it works, and I think droffy is wrong

Theoretically speaking, a player origin cannot be 0 units, therefore one can logically assume it is one unit. In that case it would mean that in any given instance, the player origin is 15.5 units away from the wall. Now if you multiplied that by 2 to get the answer for both sides, it would be 31 units, not 32. I back this up with a test on one of my own maps as well as logistics that infinity ward/gray matter studios would not create a map with doors that are 49 units wide

that is of course assuming that droffy's picture showed that it was 16 units away :P
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Post by Drofder2004 » October 6th, 2007, 8:31 pm

You are both correct and incorrect.

A player is "theoretically" 32 units wide (this is the case of radiant before compilation). His origin would be a location exactly in the centre. (Origin is a coordinate, not a measurement).
As a coordinate, you can assume coordinates AX, AY & AZ (his origin) are equal to 0, and the second coordinates are equal to BX, BY & BZ subtracted by the original origin.
This would provide an accurate distance of +/- 1.

The problem that DOES occur (and still does), is that after compilation, the theory becomes slightly different. No coordinate can be equal to 0. I cannot tell you why as it becomes quite strange.

The current method gets the exact origin of both locations and the player origin is not counted. Yet, all coordinates are equal to "x +/- 0.25".
For example some origins will be 13.75 and some will be 14.25.

In both cases, the msot accurate results is to round to the nearest even whole (in both cases, 14), providing an easy measurement with an accuracy of +/- 1.

Complex yet very accurate.

I will see what I can do with providing you with the measurement mod soon, the only other person who has had it, it marshall for his conversion of the original Harbor, which now seems to be dead and buried.
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Post by All-Killer » October 6th, 2007, 8:43 pm

Please release it, would be very handy for me too.
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Post by Soviet » October 7th, 2007, 7:17 am

rockzorz, i get it and map is underway

thanks guys.
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