HLČ map file converter
WinstonChurchil
11-15-2004, 10:26 AM
When i tried to convert a hl1 map (for dod) i ran into 2 problems:
- my map did not load at all
- when i finally made to load it, all textures were scaled up. that's because the standard scale for hlČ textures is 0.25, while i used like 1.5 with old hammer. so i could replace the textures using the replace dialog in hammer but i did not want to scale them all down "by hand"
so i wrote this small program:
- it removes the wad file information from your .map file, which caused it to crash for me
- it scales ALL textures down, to a number which you can choose.
This is useful if you have a map done and want to convert it without having too much trouble.
i hope this program will be usefull to some of you, even if hammer properly imports .map files in some days or weeks.
Download: http://www.winstonsmaps.com/index.php?option=com_remository&Itemid=50&func=fileinfo&parent=category&filecatid=7
further information can be found in the readme file.
I don't know anything about mapping but this sounds very handy. Stuck.
travis
11-15-2004, 11:42 AM
hmmmmmmmmmmmmmmmmm, i dont know why one wouldnt just re-textures the whole thing with the new high res allowances - why use old pixelated hl1 textures is my question
WinstonChurchil
11-15-2004, 12:30 PM
sure you should retexture it ;) but the scales are still way too high...scaling the new textures (i have used the cs materials) with like 1.0 makes them look uber large compared to old wad textures. maybe i didn't get the whole thing with the new textures and entities like cubemaps yet, but for now it works this way for me ;)
Colonel Forbin
11-16-2004, 11:31 PM
I'm not sure, but CS and DoD may have different unit scales. Maybe that's something that a dev team member can confirm/deny. Texturing with the new textures may look nice, but would you rather wait till a mapper can find a bunch of new fancy textures or play an early beta conversion? I personally don't want to be sitting around playing full stock maps for months while every mapper figures out how to introduce LOD models and 3d skyboxes
WinstonChurchil
11-17-2004, 06:36 AM
i would rather guess it's about the texture size. and the rest (units/ size for players and doors) is a standard, nothing cs related.
spine
11-17-2004, 07:56 AM
Originally posted by Colonel Forbin
I'm not sure, but CS and DoD may have different unit scales. Maybe that's something that a dev team member can confirm/deny. Texturing with the new textures may look nice, but would you rather wait till a mapper can find a bunch of new fancy textures or play an early beta conversion? I personally don't want to be sitting around playing full stock maps for months while every mapper figures out how to introduce LOD models and 3d skyboxes
Don't worry honny, it wont take that long...:D
Pluss there will be a lot of textures/sky's from the official dod s to use aswell...
FuzzDad
12-10-2004, 07:55 AM
Use default .25
Faceman
12-21-2004, 01:25 PM
MAPFool 1.0 released!
Written by Daryn Waite on December 19, 2004.
Today I updated the website to add the release of the program I wrote - MAPFool. This is a simple GUI utility for making importing old Half-Life maps into Half-Life 2 a lot easier. It basically lets you pre-process your .map files to upgrade obsolete entries, extract textures, build materials, and several other cool functions.
See the entry under "Feature Pages" for more details.
http://www.peppyfool.com/downloads/
From PlanetHalflife, another tool
Dunn0
09-28-2005, 03:17 PM
I can see a use for this.. Get some new maps in the rotation untill true source maps are released.
Watchtower
09-28-2005, 04:08 PM
major bump. And this program is obsolete considering you can simply open .map, .rmf and .vmf files in hammer now without hitting import or anything.
Neutrino
09-28-2005, 04:17 PM
^
yah. i dont get it. i imported my old map files into the new hammer fine. at first, i thought this was some magical bsp converter to allow it to be played in source, right off the bat.
Disciple
09-28-2005, 04:21 PM
Originally posted by Dunn0
I can see a use for this.. Get some new maps in the rotation untill true source maps are released.
Can you say dod_charlie1.3?
Err... this is an OLD topic.
Furyo
09-28-2005, 05:09 PM
While this has been bumped, I'll add that I sent an email to the guy who made Vmex to ask him for support of dod source maps. He said he hadn't looked into it yet but would get to it. That was yesterday...
Someth|ngW|cked
09-29-2005, 02:19 AM
Cool idea but the best way to do a hl1 to source map conversion is to remove all entities then click EDIT>SELECT ALL and go into the texturing tool then apply the nodraw texture to all brushes and set scale t0 0.25x0.25 then click ALLIGN TO FACE then ALLIGN TO WORLD to reset all alignments
From there just aply the textures you want to the visable faces and work from there
It's still better to just map from scratch
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