Importing Half-Life maps in Godot 3

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Good video, I also loved the kliksphilip music. Have a sub

๐Ÿ‘๏ธŽ︎ 2 ๐Ÿ‘ค๏ธŽ︎ u/smwmaster ๐Ÿ“…๏ธŽ︎ Sep 04 2021 ๐Ÿ—ซ︎ replies
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after seeing this video i immediately knew that i wanted to try this plugin it's a plugin by data plus that allows you to load bsp files into garage psp files are the map files for half-life so that means that you can also load maps from other mods for instance counter strikes i don't have the old counter-strike files but luckily the internet archive has a repository of more than a thousand half-life maps that you can download so i picked that too because it's the map that i spent the most time in so i know it well enough starting from a press project i download the plugin from github and add it into godot i enable it from the settings i will now download dash2 from the internet archive files the e underscore task 2. feel free to try any of your favorite maps i will create a new folder which will be called task 2 to store the files and i will extract the content of the zip file into this new folder now that they are loaded in godot i can create a new 3d scene let's save it as task 2. now you have to open the addons folder and drag this bsp map dscn to your scene this will create this kind of node which you can select and here you have the import options for the plugin basically you will want to search for the path here to the task 2 maps task 2 psp and now you have all these options that you can select and then whenever you select the options that you want you can create map it will not look exactly as we expected but let's try it out it takes a bit of time sometimes it might hang and crash here is the first time we imported a map so first of all we see that the map is a bit dark which we don't like and there are a lot of errors if you see here that some of the walls are transparent so how to fix all those issues sometimes import them and they work better but this time we need some tweaking so let's go ahead and remove all these which are all the nodes created let's delete them and instead of importing with the default options let's remove the optimize and let's create the map again okay so now we see it we've got better results you can see now that some of the walls are not transparent anymore but it's still very dark that's because the default environment in garage is a bit dark for this kind of map so let's create a new child node and it's going to be a world environment then let's create this new environment for setting up the light and in ambient light we want to be white and let's set it to something like tree so it's a bit more bright okay so now this is starting to look like this too we see that some of the shadows have uh have some issues here most of the textures are working and the light that you see and the shadows that you see on the map are already baked in so they are inside of the model if you notice that they have these blue outlines i don't know if you can see them because they are very small but you can select these nodes and basically it's made of meshes that are the parts like the lego bricks that build your map this is how they get imported into godot and as you can see here there are some graphical issues with importer and they are very inconsistent every time i imported the map i saw different issues here and there but it's pretty pretty good let's let's change the color of the sky let's let's make the sky here it's a good place let's change the sky okay so background clear color that's a custom color and set i don't know like something like this now that we have the map let's try to walk through it instead of doing the entire tutorial thingy and doing a first person shooter controller i will get this uh pre-made node from garavaj i added the player here which is the send with the fps controller okay so we have it here oh it's super tiny okay let's see how tiny it is it's a bit small when you import the map you have the scale factor which is now at one i think that the fps controller is too small but we can fix that in a very ugly way three three tall that looks kind of like a okay let's try it out and yeah i can move my mouse i still cannot move because i haven't configured the controls but we're pretty much inside the map in incard okay let's set up the the keyboard keys let's try it out again and we should be able to walk around the map okay so yeah we're pretty much working through dust too let's see if we jump we have collisions the jump is a bit lower but yeah this can be a good way to set up like some prototype levels if you already know how your counter strike maps feel and you want to make like an fps but you don't want to go through the hassle of making test levels for you know trying it out you you can basically do this and you know have dust to or any other life map in your game and just try it out see how the scale of the characters are i don't like the rendering a lot like it has a lot of issues but i think that this is something that we have to modify with kodot it's not the importer itself another experiment that we can do is instead of using this light which is the one that is provided by the map itself the map information we can try to use goto's own illumination so let's make a new scene and let's import it again without the lighting instead of adding import light maps let's remove this one and see how it looks okay we see now that there are no light maps whatsoever i have the default environment so that's the sky and the horizontal but no shadows whatsoever which i believe makes it less buggy there are less textures that are broken but okay let's add some color illumination okay directional light okay and we see here that we have already some light let's move the sun closer so we can see the direction that it's looking at okay it's looking that way let's move it this rotated that it was kind of like this okay so now all the objects are illuminated by garat they cast no shadows but at least this looks good the issue now is if i enable the shadows you will see that it's not exactly meant to be like this like it looks nice but in this kind of shapes where they are hollow and there are no content inside of course the only shadow cast is whatever you see from here so in this case this part of the wall is the only thing making a shadow i think you can fix this if you go through the map um but i would just i don't know it doesn't look like the real dust to to me especially because the light is very soft in garage and i don't know i kind of like the old-school shadow that you have but it's pretty nice the interiors this this looks really bad no this doesn't look good at all but at least you can experiment with some other lighting juan please fix
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Channel: Emi
Views: 10,303
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Id: 7cTEJiPFAiM
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Length: 7min 23sec (443 seconds)
Published: Fri Sep 03 2021
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