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mapping:cawe:porting [2006-04-30 18:53] Thrawn Sounds up to date now again |
mapping:cawe:porting [2006-07-30 00:38] 127.0.0.1 external edit |
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====== Importing Maps from other Games/Editors ====== | ====== Importing Maps from other Games/Editors ====== | ||
- | If you have already made worlds for other games (e.g. Half-Life or Quake 3), | + | If you have already made worlds for other games (e.g. Half-Life, Quake3 or Doom3), |
you possibly wish to convert them for a Ca3DE MOD, like the //Ca3DE DeathMatch MOD//. | 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. | You save a lot of work by doing so, and in general, porting "foreign" worlds to Ca3DE is easily done. | ||
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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. |
- | * Porting models and textures from other games to Ca3DE is copyright violation. That for, you should attend not to use copyrighted materials but only your own level geometry (brushwork). | + | * Copying models and textures from other commercial games to Ca3DE is (usually) a copyright infringement. Please make sure that you only use those materials with Ca3DE whose author you are, or whose author gave you permission to use that materials with Ca3DE. |