Turning a HL1 map into Source Created 18 years ago2006-01-20 14:17:19 UTC by Xyos212 Xyos212

Created 18 years ago2006-01-20 14:17:19 UTC by Xyos212 Xyos212

Posted 18 years ago2006-01-20 14:17:19 UTC Post #158771
I want to take my map (de_household) and convert it to Source. I open it with SDk and I get the usual all white brushes details. Should I use the fix all option, or just texture the white brushes? Also, I have some fans that can be turned on and off, water, and doors. Should I redo these in Source, or will they still work? (Im skeptical about the water, but I think the doors and buttons for fans rotationg should still work.) Anything else I should know?
Posted 18 years ago2006-01-20 14:32:49 UTC Post #158773
Are you going to retexture the whole map? If so, it might be better to make a list of the original textures and using the Replace tool to change them all to a similar or equivalent Source texture (that way you wont end up having missing textures from the old wad file)
Origin brush still works so there shouldnt be any problems with that. Water is no longer an entity, so you will have to convert those brushes. You should also specify a new name for the sky, as having one from HL will result in unwanted effects.
Posted 18 years ago2006-01-20 15:31:04 UTC Post #158781
If your map is complex then use the fix function BUT by doing so it will cover all the remaining white spots with whatever texture is selected so choose a bright one like pink so you can spot the missing bits.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-01-20 15:37:37 UTC Post #158782
ya, I think I might do that Habboi. Its funny, there are so many errors when I check for map problems. Ill just re-texture with Source. :)
Posted 18 years ago2006-01-25 09:34:53 UTC Post #159470
Yeah Highlander, it can be done and it's not THAT hard, but it's still far from a one-click process. I'm working right now but later on when I get time I'll post you a guide.
Posted 18 years ago2006-01-26 23:03:17 UTC Post #159762
You really should read this article in the Source SDK Docs: http://developer.valvesoftware.com/wiki/Source_Mapping_for_Half-Life_1_Mappers

Also, I have discovered that many brush entities need to be re-created (To World->To Entity) otherwise they will not get lit during RAD.
Posted 18 years ago2006-01-27 09:39:32 UTC Post #159798
NinjaGrinch's link is basically what I was going to link to. All you need to do is extract the HL1 textures you want to use with Wally, and then create HL2 textures with them, using the methods detailed on that site.
You must be logged in to post a response.