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-   -   Textures in Quake1/HL (http://forums.bots-united.com/showthread.php?t=2574)

sfx1999 31-08-2004 03:09

Textures in Quake1/HL
 
Does anyone know the difference between textures stored in maps for HL and Quake? Also, is that the only difference?

I am trying to convert Quake maps to Half-life, and if this is the only difference, I could probably use a hex editor or something.

Cheeseh 31-08-2004 19:42

Re: Textures in Quake1/HL
 
You can convert Quake textures to HL using Wally. (can't remember where to get it...). It can load quake/hl textures and save them as quake/hl textures. I've done it before infact and I might still have the textures I made from quake for HL if you want it :P although some textures wouldn't work due to bad filenames for HL textures.

edit: infact, I found them, I'll upload them to the filebase!

here we are! http://filebase.bots-united.com/pafi...on=file&id=200

I think no-one else has uploaded the same to the filebase so I did since I think you are looking for them. =)

sfx1999 31-08-2004 21:26

Re: Textures in Quake1/HL
 
No see what I need to do is dump a texture lump from a Quake map, add the palette, and modify the other lumps' positions. Or be lazy and put the textures at the end of the file.

Then I would change the BSP version number to 30.

Cheeseh 31-08-2004 21:32

Re: Textures in Quake1/HL
 
Hmm, so what are you trying to do? Convert Quake maps to HL map basically? I done the same thing by using the textures above and winbspc to decompile quake maps and compile them as HL maps....

I'm kinda lost though, I'm sure I'm still not getting to the point :P

sfx1999 31-08-2004 22:10

Re: Textures in Quake1/HL
 
What I am saying is that Half-life maps are nearly identical to Quake maps. The textures, though, need to be modified, which is what I need to do.

The thing is, some other things may also be different, but I don't know at the moment.

sfx1999 01-09-2004 01:05

Re: Textures in Quake1/HL
 
I wonder if this word work for a program:

1) dump lumps
2) dump textures from miptex lump
3) add palette to each texture
4) compile new miptex lump
5) link lumps into BSP

I just hope that's all I'd have to change.


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