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View Full Version : Custom maps : Valve Hammer


XaleoO
05-11-2010, 03:44 PM
Hey there,



I think i'm one the few mapper on the CS:S (orange box) beta. The point is that custom maps is kind of basic of CS.

I guess you have this in your head, but making a map takes from 150 to 600 hours.

I quickly tested de_vegas_css directly on this new CS:S. Of course, it fails and crashed, but I wanted to be sure.


So, here is the questions :

- Is there a *simple* method to *simply* convert a map ?
- Is decompiling process 100% efficient ?
- Does the VTF need to be reconverted ?
- Does the map models needs to be re-converted ?


oh btw, I see my Source SDK just updated, and I've got :

- Source engine 2006 (HL, CSS, etc..)
- Source engine 2007 (EP2)
- Source engine 2009 (TF2, Portal, DodS... and EP2...again ?!?)

Venidici
06-06-2010, 08:29 AM
Interesting questions. I, too, would like to know. There are a couple of 1.6 maps id like to bring into CS:S. Im thinking I might have to run a second PC running the 1.6 just so i can 'look' and copy it :_(

FlashHero
06-06-2010, 09:24 AM
Old css maps should still work on beta..i have tested several maps and they worked fine..a few pink and black errors yes but it didn't crash..Hammer will open .vtfs(no reconversion necessary) from css on TF2(or any other source game) hammer and you can compile them that way..it just takes all your texs being converted to TF2 then using the old css hammer to place spawn points...and yes decompiling is efficient...otherwise you have to make map from scratch.