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Exporting maps from GoldSouce engine-based games.

Home / Forums / Modders Corner / Mafia Editing / Mod Help / Exporting maps from GoldSouce engine-based games.

17 replies
13 years, 6 months ago
#6699

A little tutorial about how convert level from Half-Life, Day of Defeat and etc.

 

We need:

 

1) GoldSource-engine game (Half-Life + addons, Counter-Strike 1.6, Team Fortress Classic. etc)

2) Noesis

3) QuakePak for unpacking resources.

 

I use fy_CCCP_pool map for CS 1.6. as a example.

 

Lets work!.

 

1) Maps and levels are puted in a “maps” which packed into “pak0”. Use QuakePak for unpacking;

 

2) Maps for thise games are *.BSP;

 

3) Run Noesis. Choose “File/Open file“. Import your *.BSP. to Noesis:

 

[img]/applications/core/interface/imageproxy/imageproxy.php?img=http://s010.radikal.ru/i311/1208/11/7a79276047cat.jpg&key=d3d62596c8f582456a374bcfe5937f444d0219cf008edbc146dc8e5581540416[/img]

 

4) Now choose “File/Export from preview“. Use this settings for export:

 

[img]/applications/core/interface/imageproxy/imageproxy.php?img=http://s019.radikal.ru/i610/1208/cf/fa3c56f4d686t.jpg&key=8882201f68222c8c9fe9162e6b094d7c3201467516dc8748e87faf70792e50b9[/img]

 

Posh “OK”.

 

5) Your map will be exported as *.OBJ with textures. Run 3D Studio Max (or another 3D-editor which can import *.OBJ) and import your map.

 

6) Turn scene on 90. Export your map to *.3DS

 

[img]/applications/core/interface/imageproxy/imageproxy.php?img=http://s40.radikal.ru/i089/1208/20/3ca03dcd37a1t.jpg&key=59af980926af9f9a84f369476ca8575ba258d5c8cc71480efdeda388c44f79c3[/img]

 

7) Import map to Zmodeler 1.07b. Texture names you can find in material editor:

 

[img]/applications/core/interface/imageproxy/imageproxy.php?img=http://i082.radikal.ru/1208/77/d1c279fdf379t.jpg&key=0f54917465e7a7d43185e514f6407a450c141ee1e71157068e260fe130e50309[/img]

 

That is all.

 

Attach (example map): http://www.mediafire.com/?05ae1w0hrdk191g

13 years, 6 months ago
#14631

That’s great <img decoding=” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/smile@2x.png 2x” width=”20″ height=”20″> But what about scales? I’ve tried to export map directly from VHE and scale was about 1000x larger in Mafia :cheer:

So, when I use this tutorial, is it necessary in Zmodeler to do whole UV mapping and material assigning from whole beginning, or I can just assign textures to materials and they will fit perfectly?

13 years, 6 months ago
#14633

That’s great <img decoding=” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/smile@2x.png 2x” width=”20″ height=”20″> But what about scales? I’ve tried to export map directly from VHE and scale was about 1000x larger in Mafia :cheer:

So, when I use this tutorial, is it necessary in Zmodeler to do whole UV mapping and material assigning from whole beginning, or I can just assign textures to materials and they will fit perfectly?

 

Just load textures to material editor of Zmodeler. They will assigning automatically. About scale: use “ModifyScale” in Zmodeler, and scale map to size of Tommy <img decoding=” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/smile@2x.png 2x” width=”20″ height=”20″>

13 years, 6 months ago
#14634

Thank You, Kirov, I’ll try it right now, I’ll just download 3DSmax 7 ’cause it seems to bee much simplier than 2012 :cheer:

13 years, 6 months ago
#14637

I use 3ds max 7 too 😆 But you better take this plugin for import *.OBJ in 3ds max.

13 years, 6 months ago
#14639

Would you like me to stick this topic ? <img decoding=” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/wink@2x.png 2x” width=”20″ height=”20″>

13 years, 6 months ago
#14640

Also zmodeler2 works well to import.obj and it’s fully compatible with Zmodeler 1 <img decoding=” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/wink@2x.png 2x” width=”20″ height=”20″>

EDIT: No, it won’t :cheer:

Okay, I successfully exported Estate map. But on some maps (such as CS_ASSAULT) NOESESIS don’t show textures. Maybe I’ll prevent it by creating my onw .WAD files.

13 years, 6 months ago
#14641

Would you like me to stick this topic ? <img decoding=” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/wink@2x.png 2x” width=”20″ height=”20″>

At your discretion <img decoding=” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/wink@2x.png 2x” width=”20″ height=”20″>

13 years, 6 months ago
#14643

But on some maps (such as CS_ASSAULT) NOESESIS don’t show textures. Maybe I’ll prevent it by creating my onw .WAD files.

 

I know about it. It because textures for standart maps of CS and HL are packed to texture archive. I don’t know how extrack it.

13 years, 6 months ago
#14654

Nice tutorial thanks!!

I will try this out later <img decoding=” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/smile@2x.png 2x” width=”20″ height=”20″>

13 years, 6 months ago
#14655

I have some experiences with Counter Strike mapping so I will explain. HL uses WAD files to store textures. You can use WALLY to work with WAD files…

When you are creating a map in VHE, you have option to include WAD file directly to BSP file. And I figured out, that NOESIS only can show textures on maps, which have WAD files included in their BSP file. It’s beacouse NOESIS can’t work with .WAD files, it can work only with textures stored in .BSP files.

13 years, 5 months ago
#15109

Few hints: While importing OBJ file to 3DSmax, set SCALE on 0,0264. Map will have the right size.

You cannot create lightmaps and face collisions on these models properly in MWE. It’s cause by very-tiny polygons, which aren’t necessary (they are so tiny, that we can’t even see them in result), but they are part of the model and causes editor crash.

So the solution is to:

Open model in Zmodeler, turn on Faces level, select faces that are necessary part of model and detach them from redundant faces. Then, everything will go correctly. My model was from 40% created by this tiny faces!

13 years, 4 months ago
#15648

What about Source maps? Can we convert that as well?

13 years, 4 months ago
#15650

Yes, Kirov also wrote Tutorial for that.

13 years, 4 months ago
#15656

Yes’ date=’ Kirov also wrote Tutorial for that.[/quote’] 

I wrote Tutprial about Source models but not maps.

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