Importing Portal 2 maps to 3D animation programs?
Quote from Zorro3k6 on January 14, 2013, 10:38 pmHello. I do a lot of animation in 3Ds Max and am starting some new animation soon with Atlas and P-body. So I was at my computer and came up with a great idea, to import Portal 2 maps into 3D programs like Max and treat them as a set. So after getting no where a lot on a Google search for importing them, I got the idea that the .bsp was like the pak01_dir.vpk file. So I opened a .bsp in GCFScape and see 11 files all in a format labeled .lmp. They also have a series of numbers as their file names. And that's where I'm currently at now. So is there a way to use the .lmp or perhaps convert the .bsp file into either a .obj or maybe a .smd? I probably won't use a map for the current animation I'm using Atlas and P-body for. However, it would be cool to create a map in the Community Test Chamber dlc and use it for custom animations. Although yeah, I could just create the test chamber inside Max itself instead of going through the trouble of importing it, lol. But I was just curious if this could be done. Any help would be greatly appreciated.
Hello. I do a lot of animation in 3Ds Max and am starting some new animation soon with Atlas and P-body. So I was at my computer and came up with a great idea, to import Portal 2 maps into 3D programs like Max and treat them as a set. So after getting no where a lot on a Google search for importing them, I got the idea that the .bsp was like the pak01_dir.vpk file. So I opened a .bsp in GCFScape and see 11 files all in a format labeled .lmp. They also have a series of numbers as their file names. And that's where I'm currently at now. So is there a way to use the .lmp or perhaps convert the .bsp file into either a .obj or maybe a .smd? I probably won't use a map for the current animation I'm using Atlas and P-body for. However, it would be cool to create a map in the Community Test Chamber dlc and use it for custom animations. Although yeah, I could just create the test chamber inside Max itself instead of going through the trouble of importing it, lol. But I was just curious if this could be done. Any help would be greatly appreciated.
Quote from GLaDOS CUBE on January 16, 2013, 10:14 amI'm not an expert on the subject but I think this will help
I'm not an expert on the subject but I think this will help
[spoiler]My Steam Profile http://steamcommunity.com/profiles/76561198027454516/ My YouTube Page http://www.youtube.com/user/GLaDOSCUBE?feature=watchMaps[/spoiler] Maps
[spoiler]SP Bounce http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=1753SP The Part Where http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=2287[/spoiler]
Quote from FelixGriffin on January 16, 2013, 5:24 pmPropper will get you all the geometry, but nothing else. No models or anything. Just all your brushes as an SMD.
MDLDecompiler can get you (most of) the models, but you need to place them yourself.
Propper will get you all the geometry, but nothing else. No models or anything. Just all your brushes as an SMD.
MDLDecompiler can get you (most of) the models, but you need to place them yourself.
Quote from Zorro3k6 on January 21, 2013, 4:25 pmGLaDOS CUBE wrote:I'm not an expert on the subject but I think this will helpThanks for your help. I looked into Propper and yeah it seems like it will work. I may just try it. Since my first post, I've been working on this and I able to export a map from Hammer into a .dxf file. I was able to load that into Max and that's where I stopped. I can see in the wire frame mode that the objects did import. The doors are there, the info sign is there and etc. However in the perspective window, all the objects are all black and are unaffected by lights. So I'm currently trying to fix that now. I've been told though that the textures don't carry over in the dxf. Meaning that I'll need to UV Map everything. So we'll see.
FelixGriffin wrote:Propper will get you all the geometry, but nothing else. No models or anything. Just all your brushes as an SMD.MDLDecompiler can get you (most of) the models, but you need to place them yourself.
Great idea. I've already extracted all the models from the .vpk file. And it might just be easier than trying to import the map. Maybe I will just do that, lol. Thanks.
Thanks for your help. I looked into Propper and yeah it seems like it will work. I may just try it. Since my first post, I've been working on this and I able to export a map from Hammer into a .dxf file. I was able to load that into Max and that's where I stopped. I can see in the wire frame mode that the objects did import. The doors are there, the info sign is there and etc. However in the perspective window, all the objects are all black and are unaffected by lights. So I'm currently trying to fix that now. I've been told though that the textures don't carry over in the dxf. Meaning that I'll need to UV Map everything. So we'll see.
MDLDecompiler can get you (most of) the models, but you need to place them yourself.
Great idea. I've already extracted all the models from the .vpk file. And it might just be easier than trying to import the map. Maybe I will just do that, lol. Thanks.