Importing HL1 maps

Importing HL1 maps

Re: Importing HL1 maps Posted by Forceflow on Sun Nov 7th 2004 at 12:47pm
Forceflow
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Posted 2004-11-07 12:47pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
I wonder if anyone already tried to import an old HL1 map into the new hammer ?

(the real question is: which parts look like they should look and wich ones screw up ?)

Still have an old HLDM project deep inside dark map structures of my old HD, and I wonder about finishing it for HL2.
Re: Importing HL1 maps Posted by Orpheus on Sun Nov 7th 2004 at 1:02pm
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Posted 2004-11-07 1:02pm
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with this official hammer , no.

with the taboo hammer, yes..

reno sent me a s**tload of his rocks and his map contest entry from 2 contests ago.. all loaded fine into the new hammer..

they must be in .map format though.. but i must say, i loaded some others i had on my hard drive.. just a random sample, you know.. ones people sent me to find the bugs and whatnot.. many failed.. i can only assume that the map must be error free to be successfull. shrugs

export your project to .map and load it, you will know in a few seconds if its a success :smile:
Re: Importing HL1 maps Posted by ReNo on Sun Nov 7th 2004 at 3:23pm
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Posted 2004-11-07 3:23pm
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I loaded in my flatshaded map, but I lost a couple of solids due to it
being a .map file and having a bit of dodgy rockwork. Obviously the
textures were also gone but thats was always going to happen.
Re: Importing HL1 maps Posted by Orpheus on Sun Nov 7th 2004 at 3:28pm
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Posted 2004-11-07 3:28pm
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ReNo said:
I loaded in my flatshaded map, but I lost a couple of solids due to it being a .map file and having a bit of dodgy rockwork. Obviously the textures were also gone but thats was always going to happen.
not, necessarily, there is an option in the taboo editor to load/use .wad files..

i can only assume that there will be some sort of a wadinclude option to utilize the older texture format..

your flatshader map, should be fine in HL2..
Re: Importing HL1 maps Posted by ReNo on Sun Nov 7th 2004 at 4:12pm
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Posted 2004-11-07 4:12pm
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There is an option to convert WAD files into VMT's but unforunately
I've heard it doesn't work at the moment, and while you can load WADs
into the new hammer I think its only for the purpose of making HL1 maps
in it, I doubt you can actually use them in HL2 maps.
Re: Importing HL1 maps Posted by Orpheus on Sun Nov 7th 2004 at 4:17pm
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Posted 2004-11-07 4:17pm
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shrugs

but, who would want to make an HL1 map, in an HL2 editor?

sounds odd to me..

perhaps, you retain the images you made the wad from??
Re: Importing HL1 maps Posted by ReNo on Sun Nov 7th 2004 at 5:02pm
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I guess the editor still has features that would be useful for HL1 mapping - heirarchical visgroups for example.
Re: Importing HL1 maps Posted by Orpheus on Sun Nov 7th 2004 at 5:07pm
Orpheus
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Posted 2004-11-07 5:07pm
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ReNo said:
I guess the editor still has features that would be useful for HL1 mapping - heirarchical visgroups for example.
yeah, i was thinking it would be like our bodies, we retain parts evolution says we no longer need to function.. perhaps they left it in, because it would be more work to remove it than its worth .. :confused:
Re: Importing HL1 maps Posted by omegaslayer on Mon Nov 8th 2004 at 4:45am
omegaslayer
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Posted 2004-11-08 4:45am
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In the original hammer export it to a .map, and the load the .map into the new hammer editor.

This method has worked, as ive tried the rmfs, and that doesnt work, or the old copy and paste technique that we are familiar with :biggrin: . Ive tried it and it seems to hold up, no corrupt brushes, but the new hammer wint recognise the textures, so ypur map's textures will be white.
Re: Importing HL1 maps Posted by Leperous on Mon Nov 8th 2004 at 10:10am
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Posted 2004-11-08 10:10am
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You can open RMFs, but only if they're just the .MAP saved as an RMF (i.e. without all the extra editor information!)
Re: Importing HL1 maps Posted by ReNo on Mon Nov 8th 2004 at 10:24am
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Another related piece of info - the "convert WAD to VMT" option in
hammer does NOT do as the title suggests. It is not a tool for turning
your WAD files into VMT files ready for use in source, it is actually
just a tool used for matching missing textures from a HL1 map up with
respective materials. So if you had used lots of textures in a HL1 map,
then converted the textures manually to VMT's and loaded the map as an
HL2 level in hammer, you could use that tool to automatically retexture
your map.
Re: Importing HL1 maps Posted by KungFuDiscoMonkey on Sun Nov 21st 2004 at 3:45am
Posted 2004-11-21 3:45am
14 posts 21 snarkmarks Registered: Nov 7th 2004 Occupation: Student Location: USA
I've been trying to load my ns map into the Hl2 hammer to play around with it some but have been having difficulty. I export it to map and when I try to load it up, it acts like there are no brushes contained in the map. When I load the .map file in Hammer 3.4/3.5 it also acts like there are no brushes in the map yet I've never had trouble compiling it. I'm a bit stumped on this one, wondering if anyone else has any suggestions.

Edit: Very odd, I got it to work but I had to load the map in Worldcraft and then export to map before loading it up in Hammer 4
Re: Importing HL1 maps Posted by Forceflow on Sun Nov 21st 2004 at 10:18am
Forceflow
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Posted 2004-11-21 10:18am
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Yeh, that's how I manage to do it too ...
Re: Importing HL1 maps Posted by Devious on Sun Nov 21st 2004 at 6:22pm
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Posted 2004-11-21 6:22pm
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I have managed to load up a hl1 map in the new hammer. The problem now is getting the textures to work. I can use them as my old wad file but I wanted them as the new vmf & vmt files. I have converted them succesfully and I see them in the browse textures , but when I apply them it makes the brush turn into wireframe transparent brush ?
Re: Importing HL1 maps Posted by Fakedawg on Sun Nov 21st 2004 at 6:22pm
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Posted 2004-11-21 6:22pm
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If anyone should be interested, here is a link to a HL1 to HL2 map converter:

http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=43126