atrblizzard wrote:
I've done alot of maps, but I can't progress until Python is implemented in the mod. And also I got into another problem.
Here's the video of this map:
http://www.youtube.com/watch?v=IuFB1gUX_OUThere you can see all the problems with the map: disappearing models, ugly cubemaps, lightnings, textures, etc.
I sure hope that you did not think that a converted map would result in the same "look and feel" as the original?
As previously discussed, Troika used their own lighting model. Their textures also supported DXT3 an alpha format I am not sure is supported by Valve. Troika wrote their own vertex and pixel shaders.
In short, they heavily modified their version of the source engine to get the visual results seen in their maps. Trying to duplicate their work is an excercise in futility.
Nem has a nice tool called VTFEdit (
http://nemesis.thewavelength.net/index.php?p=41) which may be useful in editing the .vmt file to try out different shader effects. Cubemaps can be recreated to take advantage of the changes made to Valve's renderer.
You may also need to take a look at the orientation and properties of the lights in hammer. I have seen angular orientation differences as a result of vmex's decompilation of the maps. If the lights are not oriented correctly, you may end up with visual defects in the rendering of the textures and models.