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mapping:cawe:porting [2005-09-14 14:03]
Carsten created
mapping:cawe:porting [2008-03-04 08:21]
Carsten Revised the text wrt. Material Mismatches
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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-FIXME  This text is out-of-date.+If you have already made maps with other editors for games like Half-Life 1, Half-Life 2, Quake 3 or Doom 3, 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 a lot of work by doing so, and in general, porting "​foreign"​ worlds ​to Ca3DE is easily done. +
-Most likely, there are only two problems you will encounter: texture and entity mismatches.+
  
-The following list summarizes what you have to know and consider about porting:+The drop-down box near the bottom presents a list of all file types that CaWE can directly load or import. 
 +Just choose the desired file type and proceed to open a map file of that type as usual. 
 + 
 +After the import, there are normally two additional problems that you may encounter: material and entity mismatches. 
 + 
 +//Material mismatches//​ are caused by the fact that the material systems of all game engines are different from each other. While we can create new materials in Ca3DE under the same names as those that occur in the imported map, converting the used textures and other material details is generally not feasible. Some importers therefore substitute all material occurrences in the imported map file with native Ca3DE materials that are valid, but have different names. 
 + 
 +In all cases, you'll have to re-texture the imported map manually with native CaWE materials. 
 +This is recommended and frequently desired for best results anyway. 
 +Employing the powerful [[mapping:​cawe:​editingtools:​editfaceprops|Edit Surfaces]] tool and the [[mapping:​cawe:​dialogs:​replacematerials|Replace Materials]] dialog gets the job quickly and conveniently done. Making use of the "Only show USED materials"​ checkbox in the [[mapping:​cawe:​materialbrowser|Material Browser]] is also helpful. 
 + 
 + 
 +The following list summarizes what you have to know and consider about //entity mismatches//​:
  
   * Because the existing entities in your world were defined and made for another game, they will mismatch with the Ca3DE MOD entity definitions! Note that there are two kinds of mismatch:   * Because the existing entities in your world were defined and made for another game, they will mismatch with the Ca3DE MOD entity definitions! Note that there are two kinds of mismatch:
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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. 
-  * 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. 
  
mapping/cawe/porting.txt · Last modified: 2013-01-07 12:07 (external edit)