Main: Tutorials: Converting Maps #1











 

Tutorial #1 - Conversion Time Line

(You may stop at any point, depending on where you want to get)

Half Life (Counter-Strike) *.BSP -> World Craft *.MAP -> 3D Studio Max *.DXF

What you need to know/have:
Remember, you will not need all of these depending what step you will go up to.
-A fairly good knowledge of computers. For example how to use windows explorer/rename/copy/paste files.
-The free program World Craft (v 1.6 or 3.3).




Download the needed Files:

 

Program 

File Name

Download 

Instructions

World Craft

Version 3.33 worldcraft3.exe

or Version 1.6 (Shareware)

wc16shar.exe

 

Version 3.33

Version 1.6

Install either one.  When you first run it, it will ask to set it up.  You basically only have to set up the textures.  To do this go to Options (preferences) -> Textures tab and add any wad file (or download one from the internet)  This is because the program wants at least some textures.

Converter

WinBSPc

Conversion1.zip

Download

Open the zip file and Unzip the whole file to a directory.  You must extract the while zip file because it will create the appropriate directories.




Step 1: Half Life BSP (type of map file)

1. Find a Half Life BSP (for example the smallest polygon count Counter-Strike map: cs_assault)

2. Make a new folder somewhere on your hard drive that is the name of your map. Copy and paste the original BSP into the folder.

 

3. Open winbspc.exe. Choose File->Convert. Find the previously created folder and open the BSP file copied there. A small window should show up. Choose MAP and check “best matching texturing” and “no liquid” (I am still not sure if these help the process, so you can go without them). Click on Browse to choose the output folder. Select the folder where you have your BSP file.


4. Click OK and let the map convert.

Step 2: World Craft Map

 

1. Now, you should be able to open the map is World Craft. Open World Craft (v1.6 and v3.3 works for me, I am assuming that you know how to set it up. Be sure to add some textures in the setup screen) Open the *.map file from your directory. It should load and at the end you will probably get an error message that says ## solids could not be opened due to errors.


2. Optional Step - (I am not sure if it helps the process) Now choose MAP->Check For Problems. Click on a Problem and Choose Fix all (of type) (this means that you will have to click fix all on every type of problem, for example texture, solid, etc.) Close the window and choose MAP->Check for Problems. It should say “No Problems Found”. If it did find more problems just choose Fix all again and repeat the step until no problems are found. If after several tires it does not work, save the map and reopen it. Then try again.


3. Now choose FILE->export to *.DXF. Name the map name_of_map.dxf and export it to your directory.

 

Step 3: Opening in 3d Studio Max

1. Open 3d Studio Max. Choose FILE->Import. Choose DXF in the file type and go import the DXF file you created in the previous step.


These are the options I choose. I see no difference between Layer and Entity, but I used Entity. Turn off Auto-Smooth. Check Unify Normals.

2. The map should load and look something like this.


3. Now it is necessary to remove all the extra geometry. In the example of cs_assault its about 3000 polygons (don't worry it's not that hard). Start by selecting the top objects to 'uncap' the geometry

Keep on deleting the polygons you know are not part of the map. This method needs a bit work, but the geometry is easy to work with because the groups created are nicely done. After a while, it will take on the shape on the true map.

 

If in the game the geometry looks too big/small just use the resize button to resize it. (I heard 300% bigger works)

That is basically it; you might have to do other things like delete/add/modify the geometry to fit the new engine's requirements.





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