03-18-2008, 07:40 AM | #1 |
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its possible to port a TFC map to FF ?
Its possible to port a tfc map to FF, just porting with.. same textures etc
Maybe this is a newbie question dunno ªª |
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03-18-2008, 07:48 AM | #2 |
FF LOL
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It's complicated and hard to do. There have been other threads
I wouldn't recommend porting a map if your a newbie. It takes experience to see how to reconstruct it properly. You could always give building it from scratch and memory a try though. You can transfer the textures using wally and photoshop, but don't. Not worth it. Also many classic TFC textures have already been recreated in FF. OH, and if you have the ORIGINAL rmf, it's easy peasy. Just need to redo textures and entities (so long as you don't want to change geometry, which you should want to, so we can part like it's 200 |
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03-18-2008, 02:10 PM | #3 |
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yeah essentially you can, but with the differences between TFC and FF it's probably better to just recreate the map from scratch.
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03-18-2008, 06:06 PM | #4 |
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:o
ye i dont want to mess with anythig, i´m asking if u can port it directy same map same graphs everything equal to the orignal I have hammer configured and etc, but im a newbie at it ^^just would like to try to port destroy_L :X
its more or less what they did with ff_remix_casbgah and ff_openfire_sh4x i think Last edited by zE; 03-18-2008 at 06:13 PM. |
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03-18-2008, 06:36 PM | #5 |
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If your a newbie don't try it unless you have the original rmf. What you see in the Hammer after decompiling the map will scare you.
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03-18-2008, 06:38 PM | #6 |
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:X
im not happifed!
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03-18-2008, 06:40 PM | #7 |
Holy shit, thats kerrigan!
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if you mean decompiling a BSP, it comes out the same for me :/
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03-18-2008, 07:07 PM | #8 |
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really you can't w/out a lot of knowledge...you need to replace entities with shit and get rid of unneeded things etc.
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03-18-2008, 07:11 PM | #9 |
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Well it can't hurt to try. Just don't be surprised if it doesn't compile pretty. If you convert the old textures they will probably look like crap compared to what we have to work with now.
As for tools to do the decompiling, a Google search yields: http://collective.valve-erc.com/inde...35576-17869900 or WinBSP, which I couldn't really find a good link for. If you decompile the original and then open in Hammer, you can use it as a reference to make the new version. It won't take that long since you're just copying. I don't like fooling around with maps I haven't made since it takes me so long just to figure out what 's going on. Heck, even maps I made confuse me sometimes. It's better to start fresh. |
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03-18-2008, 07:55 PM | #10 | |
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Quote:
This isn't true of HL1/TFC/GoldSource bsp's, so they come out messy. There are two decompilers for HL1 bsp's, winbspc, and bsp2map. winbspc creates a large volume around the entire map and then carves it with the map (and we all know what non square carving can do!). bsp2map hollows everything, creating 1 unit thick brushes for every face. it's output is messy, but not as bad, so if you decompiled, say, 2fort, it wouldn't be hard to work with, but a complex map, particularly one with rocks or terrain, comes out DISGUSTINGLY. |
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03-18-2008, 09:27 PM | #11 |
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Gambit turned me on to this for decompiling just use the default settings.
http://www.geocities.com/cofrdrbob/vmex.html The program is called vmex.
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03-18-2008, 09:37 PM | #12 |
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That's for Source maps, not TFC.
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03-18-2008, 10:06 PM | #13 |
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My Bad.
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03-19-2008, 05:43 AM | #14 | |
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Quote:
No you can't port it directly. It's not as easy as loading a program and passing the map through it. Some things need to be changed... so you need to know how to map to actually port a map with success. It's pretty easy to learn though, if you have a couple of hours free. You can easily find all the tutorials you would need on the web. It took me 3-4 hours to port ff_openfire, but I knew how to map already. |
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03-19-2008, 12:27 PM | #15 |
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vmex = source
winbsp = goldsource to port a map, this is what i do. port map save map as vmf copy map and paste in "new map" select all add selected items to visgroup(i usually name it "original") pick a spot to start building and rebuild OVER the original and delete the original brushes as you go it doesnt work out to well in cases where your changing the measurements but does for direct(exact) ports. for redgiant i done that but because i wanted to change some measurements it didnt work out well. i started with the yard and then the rest of the original map was useless to me. i still got a few measurements from it but i could no longer build on top of it if you get me.
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03-19-2008, 07:30 PM | #16 |
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Oh btw, redgiant feels too big to me. I'm just voicing my opinion in case you plan on increasing the size of other maps while remaking them.
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03-19-2008, 07:39 PM | #17 |
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lol, the only big difference was the yard(and its only 32 or 64 units wider and like 64 units longer), everything else is pretty much the same...
i dont find its to big at all, i have alot of fun playing it..
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03-19-2008, 09:28 PM | #18 |
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The flag room feels bigger to me... nevermind if it's not then.
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03-19-2008, 10:26 PM | #19 |
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actually the area with the flag is(very slightly) i think it was like 484 or something and i made it 512
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03-21-2008, 05:45 AM | #20 | |
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