umm also here's the cut scene i was looking at, it shows a good view of the pirimid will you make it will make it within this area only? http://www.youtube.com/watch?v=WEMrwMqsDK4
Due to Megaupload dying, I dont think I'll be able to finish the ARK, I accidentally'd the model I downladed, and I cant re-get it from the link on X-cult due to megaupload being seized by the government for no reason.
THE GOOD NEWS is:
.bsp porting seems to be working. There are a few mipmaps, but nothing I can't fix.
I've recently figured out how to port models from Valve's source games (Half Life, Team Fortress 2, Counter strike ect.) and a good deal of Garry's Mod model you can find.
Here's an example of a model I took out of Portal:
Only read this part if you're extracting a model yourself
Assuming you already own a Source game for steam, you should have .gcf files located in: C:\Program Files (x86)\Steam\steamapps
Open the game with the model you want in GFScape, I'll be using Portal. If you're using tf2, you're going to have to open team Fortress 2 Materials.gcf Theres two folders you need to be concerned about Materials and Models. Materials contain the textures, while models contain the models.
First we need to extract the model itself, this may require a little bit of digging around.
1.Find the model you want and highlight every file with a similar name to your file (.mdl), right click and extract it to whever you want.
next we'll need the textures, which are usually in a similar path, only in the materials folder, again export all of the files with a similar name to your model.
This next step may already be done, but its important you check anyway.
Open your .mdl file in a hex editor and make sure the character I highlighted below is a ",". (Tf2 models are 0 by default)
Open the mdldecompiler and input your model, and an output path, The model decomplier must be located in: C:\Program Files (x86)\Steam\steamapps\*SteamUserName*\sourcesdk\bin\ep1\bin\ for it to work!
Export your model, and open 3DSmax 2011, and import the ".smd" file the MDLDecompliler makes.
Now for the textures, Open the .vtf files with VTFedit, and go File > Export, and chose whatever image format you want. Occasionally, you have to fight with the settings on VTFedit to get the entire texture.
Apply your texture in 3dsmax, export it as a .dae, and you're good to go.