Ive saw images here with maps from half life under the quake engine.How can i convert those to quakes bsp format?
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half life map conversion?
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You don't need to convert them.
Make a sub folder like c:\quake\halflife and put Half-Life's pak0.pak in there.
Load up DarkPlaces and type "gamedir halflife" and then map c1a0a and DarkPlaces loads the map.
Other engines that support Half-Life maps include Qrack (although I'm not sure if Rook released that version yet?), FTEQW, ezQuake and FuhQuake.
(DarkPlaces and FTEQW's Half-Life map support is a little better than the other engines.)Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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The long answer is yes with a ton of effort, Google for a Half-Life map decompiler and prepare to invest a ton of time and energy working through all the incompatibilities (field name differences, etc. etc.) and recompile.
The short answer is basically you can't because the Half-Life supports a lot of things that Quake doesn't.
The best place to start if you wanted to try such a thing would be to ask questions at Func_Msgboard in the mapping help thread.
The better answer is that it is FAR faster and easier to add Half-Life map to a Quake engine than the onerous trial and error decompile and recompile process you'd be facing trying to convert the maps.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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