This shows you the differences between two versions of the page.
Both sides previous revision Previous revision | Next revision Both sides next revision | ||
mapping:cawe:porting [2006-07-30 00:38] 127.0.0.1 external edit |
mapping:cawe:porting [2008-03-03 23:43] Carsten Added a dialog screenshot and augmented the text. |
||
---|---|---|---|
Line 1: | Line 1: | ||
====== 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, Quake3 or Doom3), | + | 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 convert them for a Ca3DE MOD, like the //Ca3DE DeathMatch MOD//. | + | 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. |
- | 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. | + | {{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. |
+ | |||
+ | 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. | ||
+ | |||
+ | <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: | ||
Line 17: | Line 23: | ||
* 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 ''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. | * 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. | ||
- | * 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. | ||