01-20-2009, 08:37 PM | #1 |
Join Date: Aug 2008
Class/Position: Loony guy Gametype: Capture the Flag Posts Rated Helpful 0 Times
|
Is there an "easy" way to port tfc maps?
It looks like ctrl+c + ctrl+v isn't going to cut it. And rebuilding maps seems to be out of the question. So, what's the secret? Is there a way to just load up all the brushes in the modern Hammer and then retexture and re-entitize everything myself?
|
|
01-21-2009, 01:31 AM | #2 |
Join Date: May 2007
Posts Rated Helpful 0 Times
|
I got the original map files (vmf/rmf) of all my previously made maps and it's still a bitch and a half to port. Some folks are faster and more experienced but you have to retexture and reentity... make an LUA... load/splash screen... and i think that maybe it besides testing (assuming you have the original files). If you're using a decompiler then you can tag brush work onto the list which basically means remaking the map from scratch... with one advantage of knowing the maps original scale.
If it were easy I'd port all my old maps. |
|
01-21-2009, 02:02 AM | #3 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Getting the original rmf would be ideal. Otherwise, it's off to redoing every last brush for you.
__________________
#FF.Pickup ยค Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
|
01-21-2009, 04:09 AM | #4 |
FF Loremaster
Beta Tester
Join Date: Sep 2007
Posts Rated Helpful 4 Times
|
And, to be honest, it's really not as bad as it seems remaking a map brush by brush. The hardest part is getting a good amount of textures together to make it spiffy.
__________________
"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'" Ronald Reagan |
|
01-26-2009, 03:03 AM | #5 |
Retired FF Staff
Join Date: Mar 2007
Posts Rated Helpful 0 Times
|
if you're not willing to put a decent amount of work into it, don't bother porting maps from TFC. imo.
|
|
01-26-2009, 07:16 AM | #6 |
Join Date: May 2007
Posts Rated Helpful 0 Times
|
I think a lot of people expect the process to be like converting a movie file, but the realities are you're remaking the film...
|
|
01-26-2009, 09:40 AM | #7 |
FF Loremaster
Beta Tester
Join Date: Sep 2007
Posts Rated Helpful 4 Times
|
This is true, but when you've seen the film and just want to recreate it... it isn't so bad.
__________________
"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'" Ronald Reagan |
|
01-26-2009, 03:47 PM | #8 |
Beta Tester
Join Date: Mar 2007
Location: Winnipeg Manitoba
Posts Rated Helpful 0 Times
|
So it looks like he has the rmf what is the process after this.
|
|
01-26-2009, 05:08 PM | #9 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
|
He can open the rmf file in Hammer, even if its setup for a Source map.
Remove all lights and other entities except the teleporter entities, they can be reused with a little change. When thats done I would 1. Copy a jump 2. Paste to a new map 3. Select the entire brush work for that jump 4. Add the nodraw texture to everything. 5. Retexture (its quickly done) 6. Add FF ents Compile and test If that looks ok he can copy bigger parts of the original map and do step 2-6 for the whole map, but I would do it jump for jump. Reusing the textures from the original wad file is doable but they look like crap in Source. I tried reusing the func_walls but it was easier to just remove the ents and add func_brush to those world entities. Same with water. As it needs lods it was easier to just add new ents to water to. Last edited by Lt Llama; 01-26-2009 at 05:14 PM. |
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|