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mapping:cawe:porting [2005-09-14 14:03]
Carsten created
mapping:cawe:porting [2013-01-07 12:07]
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-====== Importing Maps from other Games/​Editors ====== 
- 
-FIXME  This text is out-of-date. 
- 
-If you have already made worlds for other games (e.g. Half-Life DeathMatch),​ 
-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. 
-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: 
- 
-  * 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: 
-    - Some entities exist both in the other game as well as Ca3DE (for example translucent brushes, ladders, ...), but their names and/or their properties differ. 
-    - Other entities only exist in the other game and Ca3DE has no equivalent entity at all, or vice versa! For example, Ca3DE DeathMatch has different weapons, but unfortunately lacks of many of the advanced entities of other games. I am very sorry, but at present you have to find some kind of work-around in such cases. However, I am doing my best to improve the situation in the future. 
-  * Here are some suggestions to fix the entity mismatchings:​ 
-    - It's probably the safest (easiest, but most expensive) to simply delete //all// existing entities from your world, and only keep the geometry. Then, recreate them from the Ca3DE (DeathMatch) entities. 
-    - In many cases it might be preferable to simply open the **Properties** dialog for each entity, and to reset their properties there. Just make sure that you actually check out each individual property tag. 
-    - 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//​! 
-  * 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 ยท Last modified: 2013-01-07 12:07 (external edit)