Converting classic to source


dyzlexic
02-28-2006, 11:18 PM
Hey guys. What im trying to do is convert maps from 1.3 to source. Maps like flash, which I believe will be fun to play with the source models and guns.

I used GCFscape to get the flash bsp file, and used "WinBSPc 1.4" to convert it to a map file. When I open it, it looks like this:

www.andrewcharron.com/stuff/flashclassic.jpg

Which I expected. I was told converting bsp to map caused all textures to dissapear, so I thought it fine, ill just retexture with source textures.

However, I am having problems. When I use the texture tool on some of the surfaces, it just appears in that texture colour, and not with the actual texture, a la:

www.andrewcharron.com/stuff/flashclassic2.jpg

Now I cant run the map right now because of 13 million errors which I plan to fix, all I really wanted was the brushwork and ill add entities and things myself. However, this is becomming difficult without textures.

Will this even work? Are those gray blocks even brushes? Anyone have a fix?

And I know its not the window settings, because if I go out into the void and create a brush and texture it, it shows up just fine.

Anyone have any ideas?

(And if you think im stealing the map or doing something evil, I dont plan on placing any credits in the map, just doing it so I can play on it, and its good practise for texturing, triggers, and entity placements.)

StreamlineData
03-01-2006, 12:57 AM
Er. I probably won't be the only one who'll say this.. but... Flash has already been done for Source.

Anyway, in terms of converting maps in general, save the BSP to a MAP then from MAP to RMF. From there, you start mapping.

I haven't experienced that texture problem before... but first try saving as RMF. Then try to retexture.

cheese-sarnie
03-01-2006, 10:03 AM
in hammer, goto the texture tool, pick a face and texture and check the align world box with a tick ;)

dyzlexic
03-01-2006, 01:45 PM
Originally posted by StreamlineData
Er. I probably won't be the only one who'll say this.. but... Flash has already been done for Source.

Anyway, in terms of converting maps in general, save the BSP to a MAP then from MAP to RMF. From there, you start mapping.

I haven't experienced that texture problem before... but first try saving as RMF. Then try to retexture.

As in classic flash in source, and not the never-played VALVe made one?


And I will try the "RMF" although ive never heard that before.

And I will try aligning to world as well.

Maxey
03-01-2006, 01:59 PM
Originally posted by dyzlexic
As in classic flash in source, and not the never-played VALVe made one?
Are you playing the same game as everyone else? I'm always seeing full servers playing flash, all the time.

PanFrie
03-01-2006, 02:00 PM
im guessing he was being sarcastic...

Bocasean
03-01-2006, 02:45 PM
Maybe he's talking about the original version of Flash that Xerent made......

In 1.3, you could find it as dod_fc1

dyzlexic
03-01-2006, 03:11 PM
Ok, lemme set this one right.

Im trying to convert dod_flash from 1.3 to source. It will be the extact same brushwork with updated textures. Why? Because I dont like the new flash, and I want to see how the old one plays on source.

By the way, align to world did nothing, and I cant figure out how to save to rmf.

El Capitan
03-01-2006, 03:14 PM
But the new flash is pretty much identical to the old one!! It just looks better

Good luck anyway :) - Would be cool to see a source version of hedgerow if anyone can get to it as well!

cheese-sarnie
03-01-2006, 03:59 PM
By the way, align to world did nothing

you're doing it wrong then, probably my fault.

i may not've given you the exact sequence of events, but it's definately the world tick box in the align bit of the texture tool.

try:

select the whole map

click on the tex tool

tick the align / world box

browse, pick a texture

hit the apply button

if that doesn't work, then you're in a parallel hammer mapping universe to me :)

cLouTieR
03-01-2006, 04:23 PM
you know that source already has flash right?

Spetsnaz
03-01-2006, 04:29 PM
Its been said before in this thread a few times

theozzmancometh
03-01-2006, 04:39 PM
I hope you are talking about the dod_flash that existed before Valve made theirs.The newest version was named dod_flashville after the Valve release to avoid any FURTHER confusion.


I loved dod_flash and flashville. Both were awesome fun maps with plenty of action.

[SAS]==Colster==
03-01-2006, 05:58 PM
tbh m8, I would fix the errors first

One trick that worked for me was in hammer highlight everything and then paste it all into a new map, it fixed a lot of the brush errors though not all.

I tried doing caen this way but gave up as there was just soo much going wrong, I have a version of sturm part built but that has issues too.

Do a check map for errors and delete all the unfound models etc, leave the textures for now.

Now see if it will compile, if not look at the log and see if you can fix or remove the affected bits.... seriously its not worth doing anything on the map until it will compile.

Some things you can go thru and delete are dod_sandbagtrigger as its not used in source, func_wall as its not used either but you may be better off changing it to make it into a world brush or func_detail, any water in the level will be func_water which will work unless u fiddle with it, then you have to set it to func_water_analog, delete all the flags and redo from scratch.

Then highlight on a texture and get its name (or use the old version for reference) and do a replace all to a source one that is similar or nodraw, once you have got all your walls, floors, ground etc retextured, find the sky texture and do a replace all with a tools/toolsskybox texture.

Then in map properties make sure you are specifying a valid source skybox

Then compile, if ur fps hasnt dropped thru the floor you can start sourcifying it.

There are some of my early wip piccies on here:

http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=61512&highlight=dodssturm

Disciple
03-02-2006, 07:59 AM
What are you wasting your time on Flash for? Go convert Charlie ASAP, soldier! GO GO GO!

russybabes
03-02-2006, 08:30 AM
you know that source already has flash right?

[SAS]==Colster==
03-02-2006, 11:11 AM
Yeh tbh I'd try a classic that doesnt at least have some form of source version.

caen/harrington maybe

dyzlexic
03-02-2006, 10:58 PM
Originally posted by cheese-sarnie
you're doing it wrong then, probably my fault.

i may not've given you the exact sequence of events, but it's definately the world tick box in the align bit of the texture tool.

try:

select the whole map

click on the tex tool

tick the align / world box

browse, pick a texture

hit the apply button

if that doesn't work, then you're in a parallel hammer mapping universe to me :)

Oh, your quite right, that did work. Sorry, I didnt realize that the texture "to world" was diffrent than tools > align to world.

All is working better now, and I will continue my work.

I cant do charlie though, since I have no idea how to make the things explode.

Strafe
03-03-2006, 01:12 AM
Originally posted by Disciple
What are you wasting your time on Flash for? Go convert Charlie ASAP, soldier! GO GO GO!

I agree! We need a beach map! A good one.

cheese-sarnie
03-03-2006, 02:52 PM
Oh, your quite right, that did work. Sorry, I didnt realize that the texture "to world" was diffrent than tools > align to world.

cool :cool:

good luck with the conversion. :)

dyzlexic
03-03-2006, 03:33 PM
Is there any way to make it work with the original textures as well? That way, I can make it run, then have a better way of matching the textures with source ones. The only way I can do this right now is to open dod, alt+tab, replace, repeat. This is was too time consuming. I assume I can take the DoD textures from the GCF, but then where do I place them to make them appear in the map?

dyzlexic
03-03-2006, 05:14 PM
I added dod_flash.wad to the Half-life texture wad list, but the textures dont show up in the texture browser. Yet, when I do the exact same thing in Hammer 3.5, it works. Any ideas?

As well, I tried to convert charlie, but WinBSPc just errors out when converting from BSP to MAP with the following error:

www.andrewcharron.com/stuff/charlie.jpg

Any ideas on how to do either of my problems?
As well, I already tried switching from Materials (Half-life 2) to WAD3 (HL and TFC), and no textures show up at all. It looks like I need to decompress the wad somehow.

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