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Porting HL maps to NZP. Editable maps.

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1Porting HL maps to NZP. Editable maps. Empty Porting HL maps to NZP. Editable maps. Sat Jun 23, 2012 3:32 am

AssainGuy

AssainGuy
Member
Member

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

Porting HL maps to NZP. Editable maps. SCUt4Porting HL maps to NZP. Editable maps. OTMNM
Porting HL maps to NZP. Editable maps. YlnJT
Porting HL maps to NZP. Editable maps. DNs2P
Porting HL maps to NZP. Editable maps. INwdT

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?

dr_mabuse

dr_mabuse
Administrator
Administrator

well, decompiling other ppls maps isnt the nice way...
However, i already started a de_dust zombiemap based on the REAL RMF/map files some weeks ago, no decompiled stuff..

Porting HL maps to NZP. Editable maps. De_dust

AssainGuy

AssainGuy
Member
Member

Noo man i mean PORTING maps not stealing them. But nice dust tho

Admin

Admin
Member
Member

Ya know you can probably rip the textures out of the map file.

https://nzportable.forumotion.com

AssainGuy

AssainGuy
Member
Member

Yeah that's what im going to do then fix lighting

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