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 (http://oasis.xentax.com/index.php?content=downloads)
3) QuakePak (http://www.mediafire.com/file/qnga1ja1vtq921t/pakexplorer_v12.rar) 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:
(//applications/core/interface/imageproxy/imageproxy.php?img=http://s010.radikal.ru/i311/1208/11/7a79276047cat.jpg&key=d3d62596c8f582456a374bcfe5937f444d0219cf008edbc146dc8e5581540416) (http://radikal.ru/F/s010.radikal.ru/i311/1208/11/7a79276047ca.jpg.html:2ofwvruq)
4) Now choose "File/Export from preview". Use this settings for export:
(//applications/core/interface/imageproxy/imageproxy.php?img=http://s019.radikal.ru/i610/1208/cf/fa3c56f4d686t.jpg&key=8882201f68222c8c9fe9162e6b094d7c3201467516dc8748e87faf70792e50b9) (http://radikal.ru/F/s019.radikal.ru/i610/1208/cf/fa3c56f4d686.jpg.html:2ofwvruq)
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
(//applications/core/interface/imageproxy/imageproxy.php?img=http://s40.radikal.ru/i089/1208/20/3ca03dcd37a1t.jpg&key=59af980926af9f9a84f369476ca8575ba258d5c8cc71480efdeda388c44f79c3) (http://radikal.ru/F/s40.radikal.ru/i089/1208/20/3ca03dcd37a1.jpg.html:2ofwvruq)
7) Import map to Zmodeler 1.07b. Texture names you can find in material editor:
(//applications/core/interface/imageproxy/imageproxy.php?img=http://i082.radikal.ru/1208/77/d1c279fdf379t.jpg&key=0f54917465e7a7d43185e514f6407a450c141ee1e71157068e260fe130e50309) (http://radikal.ru/F/i082.radikal.ru/1208/77/d1c279fdf379.jpg.html:2ofwvruq)
That is all.
Attach (example map): http://www.mediafire.com/?05ae1w0hrdk191g (http://www.mediafire.com/?05ae1w0hrdk191g:2ofwvruq)
That's great <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="(//smile.gif)" 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?
QuoteThat's great <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="(//smile.gif)" 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 (http://www.mediafire.com/file/i3lyuoo1mog7my1/Tommy.zip:1tl8m05t) <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="(//smile.gif)" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">
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:
I use 3ds max 7 too :lol: But you better take this plugin for import *.OBJ in 3ds max.
Would you like me to stick this topic ? <img src="/wp-content/uploads/invision_emoticons/wink.png" alt="(//wink.gif)" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/wink@2x.png 2x" width="20" height="20">
Also zmodeler2 works well to import.obj and it's fully compatible with Zmodeler 1 <img src="/wp-content/uploads/invision_emoticons/wink.png" alt="(//wink.gif)" 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.
QuoteWould you like me to stick this topic ? <img src="/wp-content/uploads/invision_emoticons/wink.png" alt="(//wink.gif)" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/wink@2x.png 2x" width="20" height="20">
At your discretion <img src="/wp-content/uploads/invision_emoticons/wink.png" alt="(//wink.gif)" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/wink@2x.png 2x" width="20" height="20">
QuoteBut 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.
Nice tutorial thanks!!
I will try this out later <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="(//smile.gif)" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">
I have some experiences with Counter Strike mapping so I will explain. HL uses WAD files to store textures. You can use WALLY (http://modmapping.borec.cz/other/download/wally_155b.rar:3cotvlsh) 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.
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!
What about Source maps? Can we convert that as well?
Yes, Kirov also wrote Tutorial for that.
QuoteYes' date=' Kirov also wrote Tutorial for that.[/quote']
I wrote Tutprial about Source models but not maps.
Oh, sorry.
Source maps are also in BSP, have you tried it by this way?
QuoteOh, sorry.
Source maps are also in BSP, have you tried it by this way?
No, not yet. I was actually thinking of adapting that tutorial in importing Valve BSP maps to GTA as well.
QuoteOh, sorry.
Source maps are also in BSP, have you tried it by this way?
It possible with Crafty Mod Tool, but Crufty "kill" UV of the map.