Automap Sauce

Automap Sauce

Hammer Mapping — Page [1]
Thothie
2013 Aug 19 • 5
So I've been fiddling with your little Automap toy... And I think we could really do something with this. Granted, it'd need a lot of modification to work with the mod I'm thinking of.

Any chance there's a source for this tool laying about?
 
 
 
2013 Aug 19 at 07:54 UTC
SRAW
Rocket Man

2007 Nov 6 • 2525
601 ₧
... If you had clicked on "source" on the bar at the top of that page... http://www.superjer.com/automap/source.html
Free Steam Games
 
 
 
2013 Aug 19 at 15:27 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
I'd like to apologize right now for the mess that is the automap source...

If you are interested, I have a newer HL1 map generator in PHP at:

https://github.com/superjer/freshmap

It's in the goldsrc directory. I was trying to make an even newer generator for L4D2 in Python.
 
 
 
2013 Aug 19 at 18:30 UTC
Thothie
2013 Aug 19 • 5
Awesome! (shoulda seen that)...

I must say, it's a very well done little tool. I'm hoping to do some evil things with it. Granted, the mod in question already has over 80 maps pre-packaged, but this might add a little something extra that can be done in a jiffy.
 
 
 
2013 Aug 20 at 10:01 UTC — Ed. 2013 Aug 20 at 10:01 UTC
buq25

2008 Jul 5 • 583
295 ₧
I'm having some issues with the automapper for L4D2.
More specifically this when opening the map in hammer:

It can have something to do with this:

The entirety of the map is in the top right quarter of the grid. A part of the map is was outside of the grid, causing a huge leak and possibly the deletion of the mentioned 814 solids.
Today's post brought to you by the letter: "heck".
 
 
 
2013 Aug 21 at 14:58 UTC
Thothie
2013 Aug 19 • 5
While the PHP mapper seems quite a bit more sophisticated than the original Automap, it seems to create a LOT of overlapping brushes (with faces on the same planes), and then does the age old sin of "boxing" the map, though it doesn't appear to need to.

Maybe mah GTK though... Here's the first result I got:
http://www.thothie.com/msc_dev4/freshmap_php_result.rar

It'd test the l4D2 mapper, but bleh, dun wanna reinstall python... :\

Also, I like these KISS forums... You do this shit too? Dyaaam...
 
 
 
2013 Aug 22 at 06:30 UTC — Ed. 2013 Aug 22 at 06:32 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
buq25 said:
I'm having some issues with the automapper for L4D2.


That project is on hold right now because I can't find a way to build the nav meshes that L4D2 needs. It seems you have to do it manually, in game, and it takes ages.

The generated map won't always go out of bounds. It should be centered but at the moment it is all in (+,+) space b/c of a bug.

There's really not much to see yet in Fresh4Dead and until I run into a way to generate the navs, it is dead in the water.
 
 
 
2013 Aug 23 at 18:23 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
Thothie said:
While the PHP mapper seems quite a bit more sophisticated than the original Automap, it seems to create a LOT of overlapping brushes (with faces on the same planes), and then does the age old sin of "boxing" the map, though it doesn't appear to need to.


It's a bit buggy, but it shouldn't create leaks, and most importantly, it makes some pretty crazy maps. Overlapping brushes are not a problem unless you are building the map by hand. I'm not sure the boxing you are talking about... there is supposed to be an outside area, if that's it.

It's gone thru a lot of iterations and the current version looks almost nothing like previous ones. Unfortunately I wasn't version-controlling it originally so I've lost those.

Thothie said:
Also, I like these KISS forums... You do this shit too? Dyaaam...


Yeah I thought it would be fun to make... it wasn't really.

 
 
 
2013 Aug 23 at 18:28 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
SuperJer said:
Yeah I thought it would be fun to make... it wasn't really.


But was totally worth it, right?
 
 
 
2013 Aug 24 at 13:54 UTC
Thothie
2013 Aug 19 • 5
"SuperJer" said:
Overlapping brushes are not a problem unless you are building the map by hand. I'm not sure the boxing you are talking about... there is supposed to be an outside area, if that's it.
Overlapping brushes, with textures on the same planes, sometimes results in a "shimmering" effect when observed in game as both textures try to render. It also sometimes results in compiler issues. When the compiler does discard one face or the other, it tends to do so in random fashion, making the texture consistency a bit odd.

The sides of the map being open tends to result in mobs wandering off the cliff edges, and all winding up outside. Easily resolved with a func_monsterclip of course, just seems a bit odd.

By "boxing", what I mean is the map appears to have the all too common newbie mapper mistake of being placed inside a giant box to prevent leaks. Now, given the way the map is setup, I'm fairly certain it wouldn't require this to avoid leaks (at least if not for the open sides), it's just the thought I had when first seeing it. This is, again, just odd, and not an actual problem, unlike the overlaps.

The original automapper's settings, while not multi-level, were sometimes a bit more interesting and more AI friendly - and the crate thing was kinda cute. I dunno how hard it'd be to make it alternate between the formulas as it goes down levels, and still have them connected via staircases proper.

Still an awesome little program though.

"SuperJer" said:
Yeah I thought it would be fun to make... it wasn't really.
Ah... The story behind all great art, and of about half my dates, no doubt. ;)
 
 
 
2013 Aug 24 at 16:01 UTC — Ed. 2013 Aug 24 at 16:05 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
Thothie said:
"SuperJer" said:
Overlapping brushes are not a problem unless you are building the map by hand. I'm not sure the boxing you are talking about... there is supposed to be an outside area, if that's it.
Overlapping brushes, with textures on the same planes, sometimes results in a "shimmering" effect when observed in game as both textures try to render.


This definitely should not be possible unless one or both belong to an entity.

Thothie said:
It also sometimes results in compiler issues. When the compiler does discard one face or the other, it tends to do so in random fashion, making the texture consistency a bit odd.


I agree, but insofar as the generator put them both there, it doesn't really have a preference either. If a human is making it, he/she does.

Thothie said:
The sides of the map being open tends to result in mobs wandering off the cliff edges, and all winding up outside. Easily resolved with a func_monsterclip of course, just seems a bit odd.


Hmmm I didn't think of that. The outside area is a recent addition (relatively) just to see what would happen. And to make things less claustrophobic.

Thothie said:
By "boxing", what I mean is the map appears to have the all too common newbie mapper mistake of being placed inside a giant box to prevent leaks. Now, given the way the map is setup, I'm fairly certain it wouldn't require this to avoid leaks (at least if not for the open sides), it's just the thought I had when first seeing it. This is, again, just odd, and not an actual problem, unlike the overlaps.


OK, that makes sense.

Thothie said:
The original automapper's settings, while not multi-level, were sometimes a bit more interesting and more AI friendly - and the crate thing was kinda cute. I dunno how hard it'd be to make it alternate between the formulas as it goes down levels, and still have them connected via staircases proper.


Definitely agree. It would be much better to have as many different algorithms included as possible.

Thothie said:
Still an awesome little program though.


Thanks!

Thothie said:
"SuperJer" said:
Yeah I thought it would be fun to make... it wasn't really.
Ah... The story behind all great art, and of about half my dates, no doubt. ;)


Tee hee
 
 
 
2013 Aug 26 at 23:20 UTC
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