UGX-Mods

Call of Duty 5: World at War => Tutorial Desk => Mapping => Topic started by: johndoe on May 31, 2014, 06:38:00 am

Title: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: johndoe on May 31, 2014, 06:38:00 am
I have released the tool for public use and you can get it from the project's Github page (https://github.com/KILLTUBE/corvid). Watch the tutorial below to learn how to use it.



My new tool, Corvid, is going to be released for everyone in a short time. You can follow the progress from the
Github page (https://github.com/killtube/corvid) of the project or even download and test it for yourself if you know your way around Python. I will be releasing a tutorial along with the binaries once everything is ready. Here are some screenshots of the tests I and the testers did.

Assault from Counter-Strike Global Offensive. Courtesy of Numan.
(https://cdn.discordapp.com/attachments/439166015281037314/813903986762579988/unknown.png)
(https://cdn.discordapp.com/attachments/439166015281037314/813904688004333628/unknown.png)
(https://cdn.discordapp.com/attachments/439166015281037314/813904930627649566/unknown.png)

Overpass from Counter-Strike Global Offensive. Courtesy of Geekidos.
(https://i.imgur.com/fPaG1hd.png)
(https://cdn.discordapp.com/attachments/448594979921592321/813798676811874314/unknown.png)
(https://cdn.discordapp.com/attachments/448594979921592321/813798959368896602/unknown.png)

Mirage from Counter-Strike Global Offensive. I was too lazy to bake lighting in Radiant since my computer is not good enough for such intense tasks.
(https://cdn.discordapp.com/attachments/452018056311603200/816452183632379904/unknown.png)
(https://cdn.discordapp.com/attachments/452018056311603200/816452145033117706/unknown.png)
(https://cdn.discordapp.com/attachments/452018056311603200/816452120248713226/unknown.png)

Mirage again, but in Cod 4.
(https://cdn.discordapp.com/attachments/392384387431399425/815741342847336488/unknown.png)
(https://cdn.discordapp.com/attachments/392384387431399425/804033670263996476/unknown.png)

However, I'm not deleting the original tutorial because I think it has historical value.

Hidden Text
Hey guys. I've been working on this for a very long time and I think it's high time I share it. Unlike porting GoldSRC Engine (Half-Life, CS 1.6, etc) maps, porting maps from Source Engine maps is a lot harder and requires more skills. I tried to make the hard part as easy as I can so hopefully it'll be an easy job for you guys to port maps from Source Engine maps.

Note: Before starting, I would like to thank the guys at killtube.org for the VMF parser. It saved lots of time for me
http://killtube.org/showthread.php?1003-VMF2Map (http://killtube.org/showthread.php?1003-VMF2Map)
Another note: Unfortunately, I still haven't found a way to convert the terrain patches, so they'll be flat brushes when they are converted. Any help will be appreciated about that :P

Requirements
  • A game built on Source Engine
  • The tools listed below
  • Maya with Call of Duty export plugins and the knowledge of how to use them
  • A functional brain
Before you start, you'll need to download the following tools.

BSPSource:
http://ata4.info/downloads/apps/bspsource/bspsrc_1.3.14.zip (http://ata4.info/downloads/apps/bspsource/bspsrc_1.3.14.zip) (to decompile bsp files)
Crafty:
http://nemesis.thewavelength.net/files/files/crafty102.zip (http://nemesis.thewavelength.net/files/files/crafty102.zip) (to decompile models)
VTFEdit:
http://nemesis.thewavelength.net/files/files/vtfedit125-11.zip (http://nemesis.thewavelength.net/files/files/vtfedit125-11.zip) (to convert the textures)
GCFSpace:
http://nemesis.thewavelength.net/files/files/gcfscape185.zip (http://nemesis.thewavelength.net/files/files/gcfscape185.zip) (to extract the models and textures)
NVidia DDS Converter:
http://originaldll.com/file/nvdxt.exe/39376.html (http://originaldll.com/file/nvdxt.exe/39376.html) (to convert dds files)
Johndoe's Tools:
https://www.dropbox.com/s/4gb27krd63az2oe/tools.rar (https://www.dropbox.com/s/4gb27krd63az2oe/tools.rar)


 - Extracting the materials and models with GCFSpace

In Source Engine, files like textures and models are stored in VPK files pretty much like Call of Duty's IWD files. There are usually two directories in which the VPK files are stored on most of the games (l4d2 is not one of them for example). One of them is always hl2 and the other one is usually the game's name's abbreviation (hl2mp in my case).

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F7f92dd09826af0808807b0e97199f0b2.png&hash=c25a56031f615abcc0470f93d8983bb341d8fbcb)

You'll need to open VPK files like gamename_pak_dir.vpk, gamename_misc_dir.vpk, gamename_textures_dir.vpk, and extract the folders "materials" and "models" in the same folder.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2Ff508f8a79ba721a8ab712f286e633321.png&hash=1647ffe93834972da1ae3a48406e2f4c510f4857)

After you're done extracting the models and materials, you can copy or move the extracted folders in the game's directory (in my case steamdir/steamapps/common/Half-Life 2 Deathmatch/hl2mp/).


 - Decompiling the bsp file with BSPSource

Run BSPSrc, click "Add", find the bsp file of the map you want to port and click "Decompile". I'm decompiling dm_steamlab from Half-Life 2 Deathmatch as an example.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2Ff83426329f5d4442b1ae698816ceae52.png&hash=5d9b4d9e9cddf10e73e45b3de6c07bc4c8175757)


 - Converting the decompiled VMF file to a MAP file readable by Radiant

Run Johndoe's Tools, go to Source2Cod -> Map Converter, chose the VMF file you want to convert and hit "Convert".

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2Fa6111fbd6ee97fdc8213f287538a8875.png&hash=a2725f96953fa2bfe6754460e8157fc00515c9c8)

After the app converts a VMF file, it creates three files. The file mapname.map is obviously the converted map file, mapname_textures.json and mapname_models.json have information about models and textures which can be used by Johndoe's Tools to copy the assets later.


 - Copying the textures and models

Go to Settings, set your game's directory. Go to Source2Cod -> Texture/Model copier, select mapname_textures/mapname_models.json and hit "Copy".

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F42feb036b68efa636f6f834db7653489.png&hash=acbedab42de58ba5466fe51298c084fb1c2232c0)


 - Decompiling the models with crafty

Go to the directory "copiedassets/mapname" and copy the directory "models" in gamedir/models/ with a different name (gamedir/models/copiedmodels/ for example).

Run Crafty, go to Setup -> Options -> Exporting and set texture extension to VTF and save it.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2Fbf639bea852ac3b048f9bb2ee4498bad.png&hash=11c6af97ffe2b7df57bcce605302a66077617fe8)

Go to Setup -> Options -> Directories and set your Steam directory and username.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F5b6cbe3dfa51ce1d3fb1afc4de95d84b.png&hash=f5cf0f195eef41aedb5c1e01094b91306467d881)

Go to Setup -> Profiles and select the game.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F0234105962b9a9c6228281bcf2bdddb8.png&hash=e83c5e1ebee9afef92fe2b7d0a20a5cd4bac024d)

Go to View -> Model Browser

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F3d1f95d8f3b3425f1e3b4b9011bf6cf2.png&hash=c8e4a6ffb68014cec5edf76f9066b63a4c4001c9)

If you set your Steam directory and game profile correct, then you'll see the copied models in root/models/[copiedmodels]. Find your copied models folder and expand it, right click every MDL file one by one and click "Export" or just navigate among the models with arrow keys and press Ctrl + E to export the highlighted model.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2Fee45baec0ddc34d6806e11469894ed3d.png&hash=69b287089a16362db7fd0152b6872d58b9dd9e28)

Make sure you export the models with their respective names in the same folder.


- Exporting the models with Maya

Create a file called resize.mel on your desktop, paste the following code in it and save it.

Code Snippet
Plaintext
scale -r 2.54 2.54 2.54; makeIdentity -apply true -t 1 -r 1 -s 1 -n 0; polyColorPerVertex -r 1 -g 1 -b 1 -a 1 -cdo;
Run maya, open a model, select the whole model, drag and drop the MEL file on it. When exported, models from Source Engine are 2.54 times smaller than they are supposed to be so what we're doing here right here is a quick fix for it. You can safely export the models with their respective names.
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F087506948bbf6441e9fe39a4b9fff9e7.png&hash=d28e732de16aed5d67b5f9485b26f28340cb482c)

 - Fixing material names of the models
When you export a model with Crafty, it exports the textures like modelname_material_x. Even if there are models that shares some textures, there will be multiple copies of the same file over and over again which makes the map's size bigger and makes you closer to engine limits. To prevent this, copy the xmodel_export files in "tobefixed/xmodel_export/" and the exported VTF files in "tobefixed/vtf/". Go to Source2Cod -> Material Fixer, hit "Start Fixing". It will copy the fixed xmodel_export and VTF files in "fixedmodels/xmodel_export/" and "fixedmodels/vtf/". When it's done, move the fixed xmodel_export files into "Johndoe's Tools/xmodel_export/".

 - Converting the textures with VTFEdit and NVidia DDS Converter
Go to "copiedassets/mapname/textures" and move the vtf files in a new folder, go to "fixedmodel/vtf" and move the vtf files in the same folder. Run VTFEdit, go to Tools -> Convert Folder, set the the folder you just created as the input folder, create another folder and set it as the output folder. Set output type as TGA, convert the textures. Set the output type as PNG and convert them in a different output folder.
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2Facf7ca7f97c8458762ce2ff3c32f8bbc.png&hash=1feac91a671fa93e1ffb033719f2cffc92466162)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2Fb7f84b4c6863ae8c491b7ddd9641f0ad.png&hash=999b48533e854bff11c13c81056cffb2840f4d59)
Copy nvdxt.exe in the folder where you exported the tga files, create a .bat file and copy following code and paste it into it.
Code Snippet
Plaintext
nvdxt.exe -file *.tga -dxt5 -alpha
Copy the recently created DDS files in the folder "dds" in Johndoe's tools. Copy the PNG files in "dds/thumbnails".
  - Go to GDT Generator -> For Textures/For Models
You can safely save the gdt file for xmodels. However, you'll need to set the properties of every single texture by looking at their preview images. This part is self-explanatory, so I don't think you'll need screenshots for it.
  - Converting the assets for Call of Duty
Copy the GDT files from the folder "gdt" and paste them in "codroot/source_data/", the DDS files in "codroot/raw/images/custom/", xmodel_export files in "codroot/model_export/custom/". If you want to do a quick conversion, you can copy the .bat files in "Johndoe's Tools/gdt/" and paste them into "codroot/bin/". It always works on my computer when I run the .bat files as administrator, but for some reason, it doesn't work on computers of the people who tested it. So you'll need to run cmd.exe as administrator (Press start, type cmd, run as administrator), type the following and press enter.
For Call of Duty World at war Steam version:
Code Snippet
Plaintext
cd "/Program Files (x86)/Steam/SteamApps/Common/Call of Duty - World at War/bin/"
For disc version:
Code Snippet
Plaintext
cd "/Program Files (x86)/Activision/Call of duty - World at War/bin/"
For Call of Duty Modern Warfare:
Code Snippet
Plaintext
cd "/Program Files (x86)/Steam/SteamApps/Common/Call of Duty 4 - Modern Warfare/bin/"
For disc version:
Code Snippet
Plaintext
cd "/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare/bin/"
If you have it installed in another directory, you'll need to change it to your game's folder. After that, just type the name of the bat file (you should convert the textures before the models) and it should convert all of the materials one by one. If it doesn't work and gives errors, try converting them manually on asset manager and see the error yourself.

After you've done all of these, you can open the map (exported/mapname.map) on Radiant to see if it worked and start working on it after fixing the texture alignments. Here's a screenshot of the map after the conversion. Note that the textures of the brushes need to be realigned since the way the texture alignment info is stored in both VMF and MAP format are different and I couldn't find a way to convert that yet. Also, the pink boxes are actually infodecals converted to script_structs as I couldn't find a way to make a port them directly. For now you can delete all of them. Hopefully I will find a way to work some day.
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F7b59c919670e87d39634a5dba4f8601e.png&hash=c2720f9c55722c09c4544ddec3e03ab204c4eba8)
Another screenshot of a room from the same map with fixed textures.
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F0e56891f24e99c95e0b1366718c791ef.png&hash=c89b52ffbc1028f96ac6404f6e32b59a02b46294)
Screenshots of other ported maps.
cs_assault from Counter-Strike: Source (modified for the zombie mode)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.snag.gy%2FMhrOU.jpg&hash=caa5445105df33450ec633f0eb22e16357d4ce9c)
contact from Insurgency (modified for the zombie mode)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FVOE8fJD.jpg&hash=8fd86a07040398a7c4cd40019fffd0eca75de2d7)
I hope I made everything clear. If you have any troubles with anything with this, feel free to ask.
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: treminaor on May 31, 2014, 08:45:58 am
Sweet
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: daedra descent on May 31, 2014, 10:49:37 am
Did you ever find a fix for L4D2 textures?
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: johndoe on May 31, 2014, 10:54:20 am
Did you ever find a fix for L4D2 textures?
I wasn't using the method i use now back then. I'm pretty sure it should work fine with l4d2.
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: Delta on May 31, 2014, 02:34:48 pm
Thats awesome. But I think we need some rules (at least here) about releasing such maps ( if someone would work on thise, which I'm pretty sure someone will do )

Because I don't want to have 10 different de_dust2 version on the forum...

>> Will talk to the team about this

Legal side is another thing - many already walk on thin ice


Are there any downsides so far? - Does it export everything or does it have any limitations ???
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: DeletedUser on May 31, 2014, 02:50:26 pm
Just sayin, I'm already making a de_dust2 port.
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: johndoe on May 31, 2014, 03:01:27 pm
Because I don't want to have 10 different de_dust2 version on the forum...
I don't think a mapper skilled enough to port a map is dumb enough to try and port a map that popular. Even if they do think of doing such a thing, i'm pretty sure they'll check the wip sections first. Also, this:
Just sayin, I'm already making a de_dust2 port.

Legal side is another thing - many already walk on thin ice
Well it's an official map, i don't believe there should be any problems since i found some of the tools to decompile some Source Engine related assets on Valve's own wiki. But if someone wants to port a custom map, he should probably find the original mapper and ask for permission.
Are there any downsides so far? - Does it export everything or does it have any limitations ???
So far there are only two things i haven't been able to port two things: decals and patches. I'm pretty sure if i try harder i may be able to port that as well but decals seem impossible because they are simply laid on the map as normal entities without any geometrical info. But even without them, it works pretty fine.
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: daedra descent on May 31, 2014, 03:33:51 pm
Legal side is another thing - many already walk on thin ice

I was actually wondering if it was legal myself. So i went searching for the legal docs in L4D2 but couldn't find any legal agreement. I did however manage to find it in the 2013 SDK SP tools. From what i remember as long as you give credit to valve, third-parties, and compile the lengthy document with the mod, it is legal. I'd have to redownload the SDK again to make sure.

I wasn't using the method i use now back then. I'm pretty sure it should work fine with l4d2.

So i should be able to get these textures?

Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F143fd87b5b87514099fa2bc7d204520a.png&hash=c556f35690615bb8e0c58e2f921bdf8e8014db89)
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: Delta on May 31, 2014, 04:24:36 pm
OK well any valid source to the legel thing would be appreciated, that would mean I don't have to find it.

There are enough people out there who will mess around with this. Especially newcomers could find this interesting and thats why we will most likely add some rules to protect at least our site / forum and of course the mapper himself.

Definitely, the original mapper has to agree, must know all the changes and where the map will be destributed.
Idk about valve content in non-valve games / source engine - This is activision / treyarch / infinity ward so we need to check this.

Quote
I don't think a mapper skilled enough to port a map is dumb enough to try and port a map that popular. Even if they do think of doing such a thing, i'm pretty sure they'll check the wip sections first. Also, this:

There is no rule against multiple maps or whatsoever - First comes first serves seems also unfair - so idk about this topic yet.
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: pashan on May 31, 2014, 05:10:05 pm
i hope that people just don't port the map and add spawners and publish it
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: CyberMan1011 on May 31, 2014, 05:10:57 pm
Definitely, the original mapper has to agree, must know all the changes and where the map will be destributed.

Darn it...really?

http://www.gamemaps.com/details/2145 (http://www.gamemaps.com/details/2145)

This is a Terminal remake I found for L4D2 which almost looks EXACTLY like the original one from MW2. I was hoping to port it into WaW, but I think the original creator of the map has been inactive for a long time... :l

Can't I just list him in the credits for creating the original remake in L4D2?
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: iBarnett on May 31, 2014, 05:52:10 pm
i hope that people just don't port the map and add spawners and publish it
I agree with this. Sure people can port over maps from source... That's cool. A new take on some good old classic maps with zombies. Couldn't want more. I just don't want people to start pumping out the same map with little changes. Ex. Adding a few creates or barrels around and calling it there own. Even though I dl every map that's released for waw it's different then most molding communitys. People seem to make there own ideas into reality. I just think Trem's right and it needs to be regulated so we don't see 15 of the same map with a crappy face lift. But props to you for figuring this out!! Excited to give it a try... If I can
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: daedra descent on May 31, 2014, 10:22:30 pm
OK well any valid source to the legel thing would be appreciated, that would mean I don't have to find it.

There are enough people out there who will mess around with this. Especially newcomers could find this interesting and thats why we will most likely add some rules to protect at least our site / forum and of course the mapper himself.

Definitely, the original mapper has to agree, must know all the changes and where the map will be destributed.
Idk about valve content in non-valve games / source engine - This is activision / treyarch / infinity ward so we need to check this.

All i can find so far is a third-party notice that comes with the 2013 SDK but i know there is another somewhere. I don't know how legal it is to post legal agreements, so i'll just let you download the SDK and look for yourself. You can download it from the "tools" tab in Steam.

So far for L4D2 i'm not seeing anything. Maybe all Source engine's use the same agreement?
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: treminaor on May 31, 2014, 10:55:48 pm
I don't know how legal it is to post legal agreements
It's a free download, nobody cares.
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: geh233 on June 01, 2014, 12:47:33 am
PLEASE FOR THE LOVE OF GOD SOMEONE MAKE A CS_OFFICE ZOMBIE MAP
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: Dust on June 01, 2014, 01:40:27 am
PLEASE FOR THE LOVE OF GOD SOMEONE MAKE A CS_OFFICE ZOMBIE MAP

I was actually thinking of doing that
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: daedra descent on June 06, 2014, 01:53:00 am
How do i change the directory for the textures? it thinks my game is on my desktop.   ???
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: johndoe on June 06, 2014, 02:15:13 am
How do i change the directory for the textures? it thinks my game is on my desktop.   ???
try changing the game directory on settings. that's how it handles the directories of models and textures.
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: daedra descent on June 06, 2014, 02:18:07 am
try changing the game directory on settings. that's how it handles the directories of models and textures.

It kept on telling me that i needed to insert a game disk. And when the message went away then it says this:

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.gyazo.com%2F0f0e2278fe724fcb49656ff22d1b1ccd.png&hash=bf391d1c99dc46dc3432bbdcfd75502b024cf69d)
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: n123q45 on June 06, 2014, 02:18:52 am
no offense, but doesnt this go against what delta said in this forum (http://ugx-mods.com/forum/index.php?topic=3042.msg30752#msg30752 (http://ugx-mods.com/forum/index.php?topic=3042.msg30752#msg30752))

Post Merge: June 06, 2014, 02:19:49 am
Sweet
and thats not helping matters
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: daedra descent on June 06, 2014, 02:21:54 am
no offense, but doesnt this go against what delta said in this forum (http://ugx-mods.com/forum/index.php?topic=3042.msg30752#msg30752 (http://ugx-mods.com/forum/index.php?topic=3042.msg30752#msg30752))

He was asking for "input". Currently there isn't any rules saying you can't post ripping tools. Though that may change in the future.

Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: johndoe on June 06, 2014, 02:26:31 am
no offense, but doesnt this go against what delta said in this forum (http://ugx-mods.com/forum/index.php?topic=3042.msg30752#msg30752 (http://ugx-mods.com/forum/index.php?topic=3042.msg30752#msg30752))

Post Merge: June 06, 2014, 02:19:49 am
and thats not helping matters
as far as i understand, that topic is more like response to people who recently steals scripts from other people's maps. also, as you'll need to ask permission from the map's creator if it's a custom map, you won't be breaking any rules. same rules apply if you give credit to when you port a stock map from a source engine game.
It kept on telling me that i needed to insert a game disk. And when the message went away then it says this:

(http://i.gyazo.com/0f0e2278fe724fcb49656ff22d1b1ccd.png)
i'm not quite sure why it doesn't work. when does that happen actually? when you set the game directory or when you try to copy materials?
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: n123q45 on June 06, 2014, 03:14:43 pm
as far as i understand, that topic is more like response to people who recently steals scripts from other people's maps. also, as you'll need to ask permission from the map's creator if it's a custom map, you won't be breaking any rules. same rules apply if you give credit to when you port a stock map from a source engine game.i'm not quite sure why it doesn't work. when does that happen actually? when you set the game directory or when you try to copy materials?
so basically, your sayins is that its ok to steal maps from the professionals, but not the community. Im pretty sure that topic did not specifically say that they were only talking about waw. If the Trem and Delta cant see this... then they are hyprocrites. John you are a good friend and all, but i recommend the removal of this tool. Noobs will just rip source maps and release it. It will become worse than our box map releases.
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: haxman123 on June 06, 2014, 05:45:21 pm
What is happening with this community :O
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: treminaor on June 06, 2014, 05:57:47 pm
so basically, your sayins is that its ok to steal maps from the professionals, but not the community. Im pretty sure that topic did not specifically say that they were only talking about waw. If the Trem and Delta cant see this... then they are hyprocrites.
The difference between Source maps and WaW maps is that Value gave their community the tools to rip each other's maps as well as Valve's own maps. Treyarch did not give us this ability which is why we feel differently about it as a community. Anyone who makes a map for Source knows that their map is subject to ripping - it's part of their reality. If they don't want their map ripped they can simply state as such wherever they have released it for download.

I'd like to see some zombie maps made from CS maps but I certainly don't want to see 10 cs_assult remakes come out.

If a large amount of people disagree with my opinion here regarding ripping source maps then we can certainly have a site-wide vote on it. If the communtiy votes that map ripping should not be allowed regardless of what game it comes from then I would be happy to enforce such a rule.

PS: I certainly don't like being accused of hypocrisy before a decision has even been made on something.
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: johndoe on June 08, 2014, 06:55:28 pm
so basically, your sayins is that its ok to steal maps from the professionals, but not the community. Im pretty sure that topic did not specifically say that they were only talking about waw. If the Trem and Delta cant see this... then they are hyprocrites. John you are a good friend and all, but i recommend the removal of this tool. Noobs will just rip source maps and release it. It will become worse than our box map releases.
I don't see how it can be called "stealing" when a person gives credit to the creator of the map. As you can see here (https://developer.valvesoftware.com/wiki/Decompiling_Maps), Valve is totally cool with that if credit is given. Also, I don't really think a "noob" guy can properly port a Source Engine map easily as it requires more than it does to make a box map. Also, I posted a tutorial on porting Goldsrc (predecessor of Source engine) maps before and didn't see anyone ranting about it so I really don't get why you get so mad.
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: ProGamerzFTW on July 03, 2014, 03:29:16 am
Would of been awesome if this worked for titanfall maps since its source and you can get the bsp file, but turns out its in a format the bsp to vmf converter can't read. Oh well. :P
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: johndoe on July 03, 2014, 04:22:54 am
Would of been awesome if this worked for titanfall maps since its source and you can get the bsp file, but turns out its in a format the bsp to vmf converter can't read. Oh well. :P
Titanfall's built on a heavily modified Source Engine so we need to wait for someone to release a decompiler for Titanfall's maps. I've already seen people porting Titanfall models to Call of Duty so i think it's not impossible to do it, but I still couldn't figure out how to convert terrain patches and fix texture alignments so we need to wait a little longer i guess.
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: ProGamerzFTW on July 03, 2014, 04:38:09 am
Titanfall's built on a heavily modified Source Engine so we need to wait for someone to release a decompiler for Titanfall's maps. I've already seen people porting Titanfall models to Call of Duty so i think it's not impossible to do it, but I still couldn't figure out how to convert terrain patches and fix texture alignments so we need to wait a little longer i guess.

Yeah I know that. The game is still fairly new so it may not be thing anytime soon. Will be pretty nice when its possible. :)
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: CyberMan1011 on July 11, 2014, 11:00:53 pm
I need help. :l

I tried copying my textures, but it gave me an error of some sort.

As for the models, it said 'Copying done with errors.'

I went to copiedassets, and the folder for the map is there (along with the "models" and "textures" folders), but those two folders are empty.

Any help?
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: mrpeanut188 on August 13, 2014, 10:31:37 am
Spent 40 minutes making the GDT file for my textures. I said, why don't I save it as the .JSON file like it says? I do it and now it won't load from the 'Load .JSON' tab.

Here it is. (http://paste.md-5.net/woyapihoxe.md)
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: johndoe on August 13, 2014, 12:03:00 pm
Spent 40 minutes making the GDT file for my textures. I said, why don't I save it as the .JSON file like it says? I do it and now it won't load from the 'Load .JSON' tab.

Here it is. (http://paste.md-5.net/woyapihoxe.md)
I guess json feature doesn't work as i expected. I'll fix it on the next version. I converted the json data you sent to gdt and sent it to you on skype.
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: johndoe on January 16, 2021, 01:32:05 pm
This thread is due to be updated in a few days with a new version of the tool. Stay tuned.
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: treminaor on January 16, 2021, 08:29:58 pm
This thread is due to be updated in few days with a new version of the tool. Stay tuned.
Mic drop. 2014 to 2021, I love it.
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: johndoe on January 20, 2021, 09:54:01 pm
Mic drop. 2014 to 2021, I love it.
Well the neverending curfews and quarantines made a lot of people go back to their old projects, so I figured I could give this one a proper attempt :woman-shrugging:
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: johndoe on January 27, 2021, 06:31:10 pm
(https://cdn.discordapp.com/attachments/392384387431399425/804033670263996476/unknown.png)

I'd like to let you guys know that the development of the new tool is taking a little (very little) longer than I had initially expected, but as you can see from the screenshot, it's nearing completion. Until next time :P
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: johndoe on March 03, 2021, 10:41:47 pm
The development has reached the final phase. Check the first post for more information.
Title: Re: [Tutorial] How to port Source Engine maps to Call of Duty
Post by: johndoe on April 06, 2021, 07:55:43 pm
The tool has been released. Check the first post for the tutorial and the download link.