Well Justice told me there's an easier way to do this, but i'd like to share how i figured it out on my own.
The problem with my idea, is that its heavily facked up.
I could port most of the geometry of Dust 2 into Nazi Zombies portable.
What's facked up?
-lack of lighting
-lack of textures
-some parts of the map simply did not render
-it lags like hell
How i did it?
1: I've converted the .bsp map into .map format
2: Opened it in worldcraft, placed lights a zombie spawn and a mystery box
3: Compiled it
The problem is that maps need all entities to be deleted in order to make it work about correctly. As we know most of CS 1.6's entities are not represent in QUAKE, so we don't need them. Apart from that if i'll use the correct textures, and entities, i can make these playable.
What's the easier way? Put the original de_dust2.bsp into NZP. Well it works, but it has no zombies no weapons etc.
Who likes my idea?
The problem with my idea, is that its heavily facked up.
I could port most of the geometry of Dust 2 into Nazi Zombies portable.
What's facked up?
-lack of lighting
-lack of textures
-some parts of the map simply did not render
-it lags like hell
How i did it?
1: I've converted the .bsp map into .map format
2: Opened it in worldcraft, placed lights a zombie spawn and a mystery box
3: Compiled it
The problem is that maps need all entities to be deleted in order to make it work about correctly. As we know most of CS 1.6's entities are not represent in QUAKE, so we don't need them. Apart from that if i'll use the correct textures, and entities, i can make these playable.
What's the easier way? Put the original de_dust2.bsp into NZP. Well it works, but it has no zombies no weapons etc.
Who likes my idea?