Fortress Forever

Go Back   Fortress Forever > Editing > Mapping

Reply
 
Thread Tools Display Modes
Old 03-18-2008, 07:40 AM   #1
zE
Pew pew ze beams
 
zE's Avatar
 
Join Date: Jan 2008
Gametype: Gathers
Affiliations: pew pew
Posts Rated Helpful 11 Times
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
zE is offline   Reply With Quote


Old 03-18-2008, 07:48 AM   #2
Mr. Happy
FF LOL
 
Join Date: Sep 2007
Posts Rated Helpful 0 Times
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
Mr. Happy is offline   Reply With Quote


Old 03-18-2008, 02:10 PM   #3
Dr.Satan
Wiki Team
Fortress Forever Staff
 
Dr.Satan's Avatar
 
Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly
Gametype: PAYLOAD
Affiliations: DET-
Posts Rated Helpful 19 Times
yeah essentially you can, but with the differences between TFC and FF it's probably better to just recreate the map from scratch.
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf
(Beta) alchimy_b1
(Lua) base_payload_2015
(Models) props_trainyard
Support FF:
Dr.Satan is offline   Reply With Quote


Old 03-18-2008, 06:06 PM   #4
zE
Pew pew ze beams
 
zE's Avatar
 
Join Date: Jan 2008
Gametype: Gathers
Affiliations: pew pew
Posts Rated Helpful 11 Times
: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.
zE is offline   Reply With Quote


Old 03-18-2008, 06:36 PM   #5
Mr. Happy
FF LOL
 
Join Date: Sep 2007
Posts Rated Helpful 0 Times
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.
Mr. Happy is offline   Reply With Quote


Old 03-18-2008, 06:38 PM   #6
zE
Pew pew ze beams
 
zE's Avatar
 
Join Date: Jan 2008
Gametype: Gathers
Affiliations: pew pew
Posts Rated Helpful 11 Times
:X

im not happifed!
zE is offline   Reply With Quote


Old 03-18-2008, 06:40 PM   #7
greenday5494
Holy shit, thats kerrigan!
D&A Member
 
greenday5494's Avatar
 
Join Date: Sep 2007
Class/Position: D, whatever the team needs, usually engy
Gametype: AvD
Affiliations: None
Posts Rated Helpful 1 Times
if you mean decompiling a BSP, it comes out the same for me :/
greenday5494 is offline   Reply With Quote


Old 03-18-2008, 07:07 PM   #8
Dr.Satan
Wiki Team
Fortress Forever Staff
 
Dr.Satan's Avatar
 
Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly
Gametype: PAYLOAD
Affiliations: DET-
Posts Rated Helpful 19 Times
really you can't w/out a lot of knowledge...you need to replace entities with shit and get rid of unneeded things etc.
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf
(Beta) alchimy_b1
(Lua) base_payload_2015
(Models) props_trainyard
Support FF:
Dr.Satan is offline   Reply With Quote


Old 03-18-2008, 07:11 PM   #9
Crazycarl
D&A Member
Wiki Team
Fortress Forever Staff
 
Crazycarl's Avatar
 
Join Date: Apr 2007
Posts Rated Helpful 31 Times
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.
__________________
Support FF:
Crazycarl is offline   Reply With Quote


Old 03-18-2008, 07:55 PM   #10
Mr. Happy
FF LOL
 
Join Date: Sep 2007
Posts Rated Helpful 0 Times
Quote:
Originally Posted by greenday5494
if you mean decompiling a BSP, it comes out the same for me :/
Source engine BSP's decompile 99% the same as the original as brush information is stored in one of the lumps.

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.
Mr. Happy is offline   Reply With Quote


Old 03-18-2008, 09:27 PM   #11
[AE] 82694
Retired FF Staff
 
[AE] 82694's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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.
__________________
I Love GenghisTron . I miss you sooooo Much. LOL.
[AE] 82694 is offline   Reply With Quote


Old 03-18-2008, 09:37 PM   #12
Crazycarl
D&A Member
Wiki Team
Fortress Forever Staff
 
Crazycarl's Avatar
 
Join Date: Apr 2007
Posts Rated Helpful 31 Times
That's for Source maps, not TFC.
__________________
Support FF:
Crazycarl is offline   Reply With Quote


Old 03-18-2008, 10:06 PM   #13
[AE] 82694
Retired FF Staff
 
[AE] 82694's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
My Bad.
__________________
I Love GenghisTron . I miss you sooooo Much. LOL.
[AE] 82694 is offline   Reply With Quote


Old 03-19-2008, 05:43 AM   #14
Sh4x
Retired FF Staff
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
Quote:
Originally Posted by =AS= zE
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

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.
Sh4x is offline   Reply With Quote


Old 03-19-2008, 12:27 PM   #15
GambiT
Fortress Forever Staff
 
GambiT's Avatar
 
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy
Affiliations: -=DoM=-
Posts Rated Helpful 0 Times
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.
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
GambiT is offline   Reply With Quote


Old 03-19-2008, 07:30 PM   #16
Sh4x
Retired FF Staff
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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.
Sh4x is offline   Reply With Quote


Old 03-19-2008, 07:39 PM   #17
GambiT
Fortress Forever Staff
 
GambiT's Avatar
 
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy
Affiliations: -=DoM=-
Posts Rated Helpful 0 Times
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..
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
GambiT is offline   Reply With Quote


Old 03-19-2008, 09:28 PM   #18
Sh4x
Retired FF Staff
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
The flag room feels bigger to me... nevermind if it's not then.
Sh4x is offline   Reply With Quote


Old 03-19-2008, 10:26 PM   #19
GambiT
Fortress Forever Staff
 
GambiT's Avatar
 
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy
Affiliations: -=DoM=-
Posts Rated Helpful 0 Times
actually the area with the flag is(very slightly) i think it was like 484 or something and i made it 512
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
GambiT is offline   Reply With Quote


Old 03-21-2008, 05:45 AM   #20
zE
Pew pew ze beams
 
zE's Avatar
 
Join Date: Jan 2008
Gametype: Gathers
Affiliations: pew pew
Posts Rated Helpful 11 Times
Quote:
Originally Posted by Sh4x
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.
Gonna give it a try then:P
zE is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 12:45 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.