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Old 01-03-2006, 03:12 PM   #1
o_luminous
 
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Importing to Steam SDK

is there any way of importin old .rmf or .MAP files from the original Valve Hammer Editor into the new one? i have a couple of old maps which i did a fair bit of work on, but didnt finish, n would like to have a go in the "improved " world editor.

any help appreciated
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Old 01-03-2006, 05:55 PM   #2
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This is a quick and dirty guide for porting your existing HL maps to source. Obviously all of the textures must be replaced and the entities will be illegal, so you must take care of these things or the map may crash hammer.
  1. Open up your .rmf file in HL1 hammer (this step has changed from a previous version of the guide. Steam HL2 hammer no longer supports .rmf files, so you MUST use the original HL1 hammer to export the .rmf to .map. HL1 hammer is available from www.valve-erc.com )
  2. Export the file to .map and close HL1 Hammer
  3. Open the newly exported .map file in Steam's HL2 Hammer
  4. Delete one fort/base as you will need to rebuild the texturing and entities regardless
  5. Map->Check for problems
  6. Fix all illegal textures (it'll just assign some random texture from the HL2 wads
  7. Map->Entity Report
  8. You can save your func_illusionaries and func_walls by selecting all of these (ctrl drag down the list, or select the first entity then shift click the last item you want) and then do move to world to turn the geometry back into world brushes. Then cntrl-T and set them to func_detail. Func detail is the new equivalent. Use it when you don't need to block vis as it doesn't split the map up during compile. I say this because a lot of the time func_walls / func_illusionaries are used for light fixtures, signs and a load of other stuff that takes time to replace.
  9. Delete all other entities as they are not compatible
  10. Change the map skyname and anything else that needs done
  11. Save the updated map as a .vmf file

    Also.. if you require it
  12. (optional) Select the remaining geometry and click the "hide unselected" button. Rename the visgroup as "guide geometry". Use this step if you wish to rebuild your geometry from scratch but would like to use your original map as a guide. You can hide / show it as needed and simply hide it before compile, then select "do not build hidden objects" in CSG or BSP.
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Old 01-03-2006, 05:56 PM   #3
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From an old tut defrag wrote, will hammer not accept old .map files anymore?
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Old 01-03-2006, 08:52 PM   #4
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I can still open .map files. Just tried it.
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Old 01-03-2006, 10:47 PM   #5
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thanks, will have a go later
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Old 01-04-2006, 12:51 AM   #6
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I've succesfully opened Hammer 3.4 .rmf's in Hammer 4.0
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Old 01-08-2006, 12:59 PM   #7
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lol hammer 3.4? why did u use that, 3.5 was so much better :d
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Old 01-08-2006, 01:01 PM   #8
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Maybe they were last saved before 3.5 ever existed?
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Old 01-10-2006, 11:52 PM   #9
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