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Importing Maps from other Games/Editors

If you have already made worlds for other games (e.g. Half-Life or Quake 3), 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:
    1. 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.
    2. 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:
    1. 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.
    2. 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.
    3. 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.
  • 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).
mapping/cawe/porting.1146415986.txt.gz · Last modified: 2013-01-07 12:07 (external edit)