11-14-2008, 08:31 PM | #1 |
Nade Whore
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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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11-14-2008, 10:36 PM | #2 | |
Heartless Threadkiller
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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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11-14-2008, 10:51 PM | #3 |
Join Date: Mar 2007
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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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11-14-2008, 10:55 PM | #4 | |
Stuff Do-er
Lua Team
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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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11-15-2008, 12:52 AM | #5 |
Join Date: Aug 2008
Class/Position: Loony guy Gametype: Capture the Flag Posts Rated Helpful 0 Times
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I think the Valve Developer Community has something on this
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11-15-2008, 01:27 AM | #6 | |
Keep On Keepin' On
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11-15-2008, 07:28 PM | #7 | |
Join Date: Jul 2008
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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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11-27-2008, 02:42 AM | #8 |
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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