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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-FIXME  This text is out-of-date.+If you have already made maps with other editors for games like Half-Life 1, Half-Life 2, Quake 3 or Doom 3, 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 ​foreign mapjust 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 Ca3DE MODlike the //Ca3DE DeathMatch MOD//+ 
-You save 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 ​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 thoughreplacing ​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 hierarchyor else the engine cannot find the textures ​when loading your world. +
-  * Don't forget to change the name of the sky (environment) map.+
  
mapping/cawe/porting.txt · Last modified: 2013-01-07 12:07 (external edit)