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Old 09-25-2008, 10:27 AM   #1 (permalink)
8IronBob
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Default How well does geometry from Quake port to Source?

I'm looking to convert some maps of old to the new technology. Right now, I have a CTF map from the Quake days of mapping that I want to bring to CS:S as a hostage rescue map. Now, with the basic geometry being the same between the two technologies, I'm wondering how retexturing and setting all the same funcs and spawn points will be affected here. Just like Hammer, the Quake maps were done in the predecessor in WorldCraft. With the same features in Hammer, I'm wondering if porting into CS:S would be that difficult at all.
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Old 09-25-2008, 04:41 PM   #2 (permalink)
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Default Re: How well does geometry from Quake port to Source?

Just to clarify, this was a map that I have built about ten years ago. I'm trying to even remember the name of the map, but it was based in a temple where you had two floors, and you had two entrances identically alike, since both teams had to cross a lava moat, enter the temple, and that's where the action took place, and your flags were by your spawn points, obviously. However, for CS:S, for hostage rescue, I'm looking for the terrorists to have the hostages on their "flag" platform, while the CT has the rescue zone on theirs. It seems like a perfect conversion effort, but I'm gonna have to try and find that map again, it might still be out there on some MP Quake site somewhere.
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Old 09-25-2008, 04:44 PM   #3 (permalink)
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Default Re: How well does geometry from Quake port to Source?

I don't really know. I think there is a converter out there but still haven't actually found it. I would try the Steam forums under their mapping section. You can always do it the hard way, piece by piece.
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Old 09-25-2008, 05:17 PM   #4 (permalink)
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Default Re: How well does geometry from Quake port to Source?

That's only if I can find the map since it's so old, and I believe I have it on an old 3.5" floppy, since it's that old of a map...if that disk still works after all these years. Knowing that it's from the Windows 98 days, and built on a pre-Valve version of the WorldCraft map editor, it probably won't. I can't even remember if I even exported a .MAP file back then. I'll try and remember the map the best I can, and build it from the ground up again, but it'll take some really huge thought.

Of course, I'll have to remember that CS:S doesn't have lava as one of the textures, so I'll have to use water for the moats, and make the temple look a bit more realistic. Of course, that was the theme of Quake way back when, it was all gothic and dark, and spooky in some cases. CS isn't like that, obviously.

Last edited by 8IronBob; 09-25-2008 at 05:30 PM.
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Old 10-05-2008, 09:09 PM   #5 (permalink)
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Default Re: How well does geometry from Quake port to Source?

Anyway, here's a screenshot from the Quake version of my map, I'm surprised that I found this after all these years, but I'm probably gonna be trying to bring this to CS: Source, the geometry looks pretty darn similar to the Source engine, if you ask me. Just so you know, Worldcraft predated the Hammer editor, and this was written in a pre-Valve version of the editor...back when Quake was one of the games that you could use this editor for, until Valve made Hammer proprietary to their own games.

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