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Converting maps from CS:S
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Topic: Converting maps from CS:S (Read 2560 times)
Ratti
Newbie
Posts: 25
Rated:
Converting maps from CS:S
«
on:
October 21, 2007, 10:24:03 PM »
I found a sonic the hedgehog map that I like, unfortunately it's not for quake2, but it's for counterstrike:source of which I know nothing about. If nothing else, extracting the textures and remaking a map in quake2 would be good. I am having difficulty decompiling the map and obtaining the textures. It's in BSP format and a program called vmex decompiled it into a VMF file. My best guess is the textures are packed together in that file in the WAD format. The vmf format is far as I got. I need some guidance taking this the rest of the way.
http://www.fpsbanana.com/maps/20794
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[BTF]Jehar
Swanky Member
Posts: 777
Gee Gee or Whatnot.
Rated:
Re: Converting maps from CS:S
«
Reply #1 on:
October 22, 2007, 12:38:18 AM »
Wow, I'm suprised source bsp still compiles the textures right into the file.... (so much for not using any part of the Quake source). I haven't heard of vmex, but there are bsp decompilers out there. I guess you could decompile it into a raw map, and ask the author for the exact textures.
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peewee_RotA
Brobdingnagian Member
Posts: 4152
Hi, I'm from the gov'ment and I'm here to help you
Rated:
Re: Converting maps from CS:S
«
Reply #2 on:
October 22, 2007, 03:22:40 AM »
Gladiator, the same guys who did the bots, have a .bsp editor program made for the purpose of adding paths for the bots into existing maps. However it might do the trick.
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GOTO ROTAMAPS (fireworks)
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[BTF] Reflex
Loquaciously Multiloquent Member
Posts: 5324
!
Rated:
Re: Converting maps from CS:S
«
Reply #3 on:
October 22, 2007, 08:43:19 AM »
was gonna mention the textures IN the bsp being like q1 still
But there's no need now
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Converting maps from CS:S
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