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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
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: Ray1235 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?

Sorry but you are not allowed to view spoiler contents.
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=0b6b4ddebc48c23bf87a018d1f6f0d08)
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.