direct porting of warbeasts maps

direct porting of warbeasts maps

Re: direct porting of warbeasts maps Posted by sudden on Wed Jun 6th 2007 at 12:30pm
sudden
6 posts
Posted 2007-06-06 12:30pm
sudden
member
6 posts 1 snarkmarks Registered: Jun 6th 2007 Occupation: self
hi i am looking for someone to help me finish de_bahrainv2 port. i started mapping a week ago.i still got tons to learn but would like this 1 map finished.some small changes were made.yes i did decompile it.yes i asked permission.my aim is to port all cs maps by warbeast to css,when i say port i mean only the map lay out i will retexture everything and make some small changes. the map i am asking help for is de_bahrainv2. i retextured most of it most of it, but since i only started a week ago i still dont know how a lot of stuff work.like furniture and so on.i am actually asking for help to repair some missing solids most entities are replaced but not all.anyone willing to help with this here is a link to the vmf file.http://www.sendspace.com/file/ts3auc.

btw. warbeast can be contacted here:http://www.warbeast.de/ incase you dont believe i have permission to port his maps.my next port will be cs_highsociety hopefully by that time i will know a lot more.but if someone is interested in helping with all of them. i will be greatfull.thanks
Re: direct porting of warbeasts maps Posted by Junkyard God on Thu Jun 7th 2007 at 7:24am
Junkyard God
654 posts
Posted 2007-06-07 7:24am
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
Why don't you read up on some articles on this website, scroll through the tutorials, and do it yourself.

since you want to port more maps, it would be kinda of usefull to know how to do it yourself, otherwise we can expect more posts like this from you in the future.
Hell, is an half-filled auditorium
Re: direct porting of warbeasts maps Posted by Doglike-spike on Thu Jun 7th 2007 at 10:02am
Doglike-spike
14 posts
Posted 2007-06-07 10:02am
14 posts 21 snarkmarks Registered: Mar 14th 2005 Location: denmark
Oh and decompiling it might not be the right thing to do. Because decompilling leads to alot of entities/brushed etc. Not working correctly. Decompilling is most used for looking at another persons map, not adding more on it.

So my advice is, take a couple of screenshots of the map, and start your work there, or use the decompiled map for refference.

Cheers
Doglike-spike
Re: direct porting of warbeasts maps Posted by sudden on Thu Jun 7th 2007 at 4:28pm
sudden
6 posts
Posted 2007-06-07 4:28pm
sudden
member
6 posts 1 snarkmarks Registered: Jun 6th 2007 Occupation: self
Junkyard God said:
Why don't you read up on some articles on this website, scroll through the tutorials, and do it yourself.

since you want to port more maps, it would be kinda of usefull to know how to do it yourself, otherwise we can expect more posts like this from you in the future.
yes i agree with you there. i am reading tutorials like crazy at the moment.and hopefully i wont bother the forums too much with posts like these.why do i ask for help on this simple i would like to see how a textured direct port will play and its a map i enjoy a lot in CZ.theres some nice tutorials here.and i have been lucky with the decompile with most of his maps cs_winter nights no solids lost. and others 4 to six. nothing, i think a experienced mapper couldn't fix fast.

but yes i am learning or trying to so hopefully very soon i wouldn't need help.

but help on this map would be appreciated thanks
Re: direct porting of warbeasts maps Posted by Junkyard God on Fri Jun 8th 2007 at 8:28am
Junkyard God
654 posts
Posted 2007-06-08 8:28am
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
Hehe, I personally think decompiling should just be used to copy the floor plan.

Once you ge that down you just make reference screenies of the map in-game and try to recreate the atmosphere and architecture by hand.

Imo this would lead to a proper port, since the source engine is capable of soo much more than the goldsrc engline (hl1) a direct port would end up to be a sloppy source map not even getting close to using sources full potential and beauty :smile:

Good luck with your maps though, i'm pretty pleased to see someone's porting warby's maps, they ARE pretty nice afterall :smile:
Hell, is an half-filled auditorium
Re: direct porting of warbeasts maps Posted by sudden on Fri Jun 8th 2007 at 11:09am
sudden
6 posts
Posted 2007-06-08 11:09am
sudden
member
6 posts 1 snarkmarks Registered: Jun 6th 2007 Occupation: self
hi. thanks ,yeah i am a long time fan of his maps.and i plan,to when i know what i am doing to redo them again.so i will be working on each 1 hopefully 3 times or so.actually my idea is not to become a mapper. but to take 1,6 maps to css.if u have seen the cspromod maps .u will know what i am talking about looks like 1.6 with css looks this is what i want in a map.
Re: direct porting of warbeasts maps Posted by Junkyard God on Fri Jun 8th 2007 at 11:17am
Junkyard God
654 posts
Posted 2007-06-08 11:17am
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
Maybe it's a nice idea to start on your own map, inspired by his maps.
That would be a great way to learn the engine and the how to, to get a proper port of one of his maps out there.

You could just port his maps after, or while you're learning and working on your own little project. (little as in maybe a 2on2 map or something, that kind of stuff is small and easy to manage, and if you do it properly you'll know how to make maps properly after you finish it.)
Hell, is an half-filled auditorium
Re: direct porting of warbeasts maps Posted by sudden on Wed Aug 29th 2007 at 6:41pm
sudden
6 posts
Posted 2007-08-29 6:41pm
sudden
member
6 posts 1 snarkmarks Registered: Jun 6th 2007 Occupation: self
hi guys well since i have last posted here i learned a lot,about porting at least.still cant map tho. but then thats not really my aim.and frankly i think i am quite successful.but i do have 2 problems tho. 1 is very minor and can be fixed. but the other problem has me baffled. hope i can explain this good.whenever i start to edit the nav file to play with bots my css crashes. but if i leave the auto generated file and not tune it, its OK.now i know its not my nav file i have been editing nav files for 2or 3 years so i am fairly ok with that.when my map crashes i get a data cache dll error, has anybody got any ideas on this .just to make it easier here is a link to 1 map i ported.its fairly complete i still need to learn somethings tho ,but they are minor. any help would be appreciated.http://dodownload.filefront.com/8381062//86dbe13e9d5f6021ac0d100ce6b9147144575ef8de4c00d2000d9ab911ee0e072955fec4ae5b6841

btw . the link includes the vmf file, the nav file, and the bsp so every thing needed is there.thanks again