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mapping:cawe:porting [2005-09-14 14:03] Carsten created |
mapping:cawe:porting [2008-03-03 23:43] Carsten Added a dialog screenshot and augmented the text. |
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====== Importing Maps from other Games/Editors ====== | ====== Importing Maps from other Games/Editors ====== | ||
- | FIXME This text is out-of-date. | + | If you have already made maps with other editors for games like Half-Life 1, Half-Life 2, Quake 3 or Doom 3, |
+ | you possibly wish to use them with CaWE and Ca3DE as well. For this purpose, several importers are provided that can load such maps directly into CaWE. | ||
- | If you have already made worlds for other games (e.g. Half-Life DeathMatch), | + | {{mapping:cawe:importmaps.png |The "File Open" dialog also imports maps from other games and editors.}} In order to import a foreign map, just activate the **File -> Open...** menu item or press **CTRL+O** in order to open the file open dialog. |
- | you possibly wish to convert them for a Ca3DE MOD, like the //Ca3DE DeathMatch MOD//. | + | |
- | You save a lot of work by doing so, and in general, porting "foreign" worlds to Ca3DE is easily done. | + | The drop-down box near the bottom presents a list of all file types that CaWE can directly load or import. |
- | Most likely, there are only two problems you will encounter: texture and entity mismatches. | + | Just choose the desired file type and proceed to open a map file of that type as usual. |
+ | |||
+ | <clear> | ||
+ | After the import, there are normally two additional problems that you may encounter: material and entity mismatches. | ||
The following list summarizes what you have to know and consider about porting: | The following list summarizes what you have to know and consider about porting: | ||
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- If you are very experienced, you might solve many mismatchings directly by loading the ''map'' file into a text editor. | - If you are very experienced, you might solve many mismatchings directly by loading the ''map'' file into a text editor. | ||
* Although Ca3DE ignores unknown entities (e.g. entities left from other games), and fills-in default values for unknown properties, it is still best to do the conversion carefully in order to avoid unexpected results. For example, be specially careful with ''func_wall'' entities: you'll have to reset their //rendermode// properties (translucent, blue becomes invisible, ...) //explicitly//! | * Although Ca3DE ignores unknown entities (e.g. entities left from other games), and fills-in default values for unknown properties, it is still best to do the conversion carefully in order to avoid unexpected results. For example, be specially careful with ''func_wall'' entities: you'll have to reset their //rendermode// properties (translucent, blue becomes invisible, ...) //explicitly//! | ||
- | * The worlds have to be //re-textured//. Re-texturing can either be done with the "Replace" tool of CaWE, or (if you are very experienced) directly within the ''map'' file with a text editor, or even with a Perl script. | + | * The worlds have to be //re-textured//. Re-texturing can either be done with the "Replace" tool of CaWE, or (if you are very experienced) directly within the ''cmap'' file with a text editor, or even with a Perl script. In most cases, you'll have to work with the "Edit Face Properties" function though, replacing textures by hand. |
- | * Note that it is //not// advisable to use textures from WAD files other than the WAD file you have made yourself with ''MakeWAD.exe''. Foreign WAD files do not contain any new-style multi-image texture information (normal-maps, specular-maps, ...), and you had to manually extract their contents somewhere into the ''Games/MyMOD/Textures'' directory hierarchy, or else the engine cannot find the textures when loading your world. | + | |
- | * Don't forget to change the name of the sky (environment) map. | + | |