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Old 11-14-2008, 08:31 PM   #1
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Converting HL1 maps to HL2 engine?

Does anyone have any idea how to do this or point me to a tutorial or to someone that does?
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Old 11-14-2008, 10:36 PM   #2
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I remember reading that it was easier to just re-make the map, than to actually convert it over.
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Old 11-14-2008, 10:51 PM   #3
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If you can get hold of the original rmf file it is much easier.
I used that for ff_concmap_eu. I tried first to port the original but the brushes gets to messed up to be any useful.

If you want to use the original wad and convert to tga use MAPFool.
http://www.peppyfool.com/page10.htm

Use VTFEdit to batch convert from tga to vmt and vtf.

When it comes to the ents youre up for a tedious task getting them all to work. func_walls > func_brush, flags in trigger_teleports, itg, sounds ...

Also when retexturing its no use to leave the old textures intact, just high light everything and nodraw it all and just start from scratch texturing.
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Old 11-14-2008, 10:55 PM   #4
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Quote:
Originally Posted by KubeDawg
Does anyone have any idea how to do this or point me to a tutorial or to someone that does?
What Llama said.

Incase you don't get the original rmf, use Bsp2map to convert the .bsp to .map, open it in Hammer 3.4 (old hammer), save as rmf, open in the new Hammer and have fun rebuilding the map.

Check out my 2mesa3_classic or siege_classic source files to see an example of a map rebuilt without the original rmf.
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Old 11-15-2008, 12:52 AM   #5
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I think the Valve Developer Community has something on this
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Old 11-15-2008, 01:27 AM   #6
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Quote:
Originally Posted by Iggy
easier to just re-make the map, than to actually convert it over.
+1 , decompiled maps are a bitch. Geometry gets soooo jacked up.
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Old 11-15-2008, 07:28 PM   #7
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Quote:
Originally Posted by PartialSchism
+1 , decompiled maps are a bitch. Geometry gets soooo jacked up.
depends on the decompile if u have like 5 blocksmissing its fkn oke but often u got like 300+ missing and then u have the shit (:

but u should decompile the map anyways to get the size of the map and then just rebuild 1 by 1. what can be realy realy shit.
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Old 11-27-2008, 02:42 AM   #8
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You can directly port a HL1 map if you have the original RMF for it, you just need to redo all of the brush based entities and re-texture it. Though it will likely look terrible from lack of detail.
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