Left 4 Dead Mapping Created 14 years ago2009-09-26 12:03:06 UTC by kdunivan kdunivan

Created 14 years ago2009-09-26 12:03:06 UTC by kdunivan kdunivan

Posted 14 years ago2009-09-26 12:03:06 UTC Post #273714
Has anyone else even attempted to map for Left4Dead yet? What a freakin pain in the arshe that is.....

I don't have any problems what-so-ever with HL1 or HL2. I know when I start getting major errors that I have usually have made the map too big or just used too many textures or something. I can't even get a medium-sized map to render at all before I get some memory error. And no, I have plenty of memory. Like I said, I run some pretty complicated maps with source.

Anyone know why source and left4dead are so drastically different? Are we compiling things differently now? Anything I can do to fix this? It really doesn't even take a large map for this to happen either. I understand the NAVS point and the stupid exit doors, etc. I think I am going to wait awhile before I switch from source.

Not to mention that it takes hammer forever to load with the immense volume of textures it has to load. Is this what is robbing my memory. I do kinda compile from the editor quite a bit. You would figure that 4 gigs of memory would handle this?

Maybe bump up the pagefile memory a little?

The game really doesn't impress me all that much! Love all the new materials though. Can I "port" these puppies "backwards" to source?
Posted 14 years ago2009-09-26 15:28:57 UTC Post #273715
I've never had this issue with L4D mapping and as far as I have seen its identical to Source mapping, if not a little more versatile.
monster_urby monster_urbyGoldsourcerer
Posted 14 years ago2009-09-26 16:57:19 UTC Post #273717
L4D mapping is identical to source, but with more features.

And the reason it takes so long to load is actually due to the model browser rather than the materials.

Makes the actual mapping process much easier and more efficient when you can access specific models in seconds from a massive library, rather than the library re-loading every time you open it like it used to.
Archie ArchieGoodbye Moonmen
Posted 14 years ago2009-09-26 19:40:32 UTC Post #273728
BTW, how is your L4D campaign coming along?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-09-26 23:36:21 UTC Post #273735
hmmmm, well I wanted it to be simple and I also wanted it to be close to source because that is what I am most used to.

however, I am getting the crazy memory errors which I have never really had with source or half life 1. It's not really identical and it does compile differently--at least from hammer it does. I know most people use stand alone compilers for their work but I am a bit lazy sometimes--mostly for test purposes.

So, the whole model library is loading with hammer huh? That's really not good. I was used to the other way really and it doesn't bother me to wait a few more seconds. By the time I get to models everything flies anyways.

Oh well, I will tinker with it a bit more. I still like source and no one really ever answered the question for me. Can I use Left4Dead models in source?
Posted 14 years ago2009-09-27 02:24:34 UTC Post #273737
I'm apparently running on old news here.

Because I thought Left 4 Dead WAS source.

:rly:
Posted 14 years ago2009-09-27 04:23:15 UTC Post #273741
what the heck do I really know? It is very similar though but the compile is actually broken down a little differently now.

I will stick with source for a minute until I can adjust.....

What can you really do with a bunch of zombies anyways???? Rescue all you want but I wasn't all that impressed with it all. The levels are really cool as always but the outdoor forest levels left me feeling like I was playing in a box. PlayerClips Suck!

It's all good....
Posted 14 years ago2009-09-27 08:55:04 UTC Post #273742
I thought Left 4 Dead WAS source.
It is, but it's a newer version of the engine fsr.
well I wanted it to be simple and I also wanted it to be close to source because that is what I am most used to.
Info is good, but I was asking Huntey. :)
Can I use Left4Dead models in source?
I'd assume so, since it's still source. However, any new features included in them wouldn't work, and I doubt it would be legal to include them in maps. Gmod would be Okay, though, I'm sure.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-09-27 09:55:47 UTC Post #273743
You could probably port them to source and obviously you would need to re-animate them or code them. You couldn't release anything containing them though.
monster_urby monster_urbyGoldsourcerer
Posted 14 years ago2009-09-28 03:25:27 UTC Post #273778
Thanks for the info. I use a few gmod car models and no most of the stuff I couldnt release without paying someone. It's all hobby for me tho anyways.

and I wouldn't really need any of the functions of the models. I just like the new models. I am a mapper not a modeler and don't have time to make what I need. would I still get errors simply from trying to jerry-rig it and simply stick them in there.

I guess I just need to try. gmod models work pretty well and don't have many errors to speak of. The car pack is nice. The general lee is priceless but the viewmode sucks from the back of the car. anything is changeable I guess.

I did notice that alot of the models from source actually did make it into left4dead. I noticed this when I loaded a few source maps into the left4dead hammer. Just thought it was cool that they recycle stuff.
Posted 14 years ago2009-09-28 04:11:39 UTC Post #273779
Orange box and L4D models do not work in HL2 Source.

Some OB models do if you re-texture them with older techniques, but L4D models are compiled differently.

Jeffmod: Due to the fact that everyone seems to have gotten bored of L4D, i'm just putting together what i've done so far as a survival map. A full campaign would be a waste of time.
Archie ArchieGoodbye Moonmen
Posted 14 years ago2009-09-28 13:57:58 UTC Post #273787
Yeah, I can see me getting really bored really quick with Left4Dead.

Thanks for the info Huntey....glad I didn't waste my time trying.
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