Worldcraft Importing and Exporting
by Mark Hu · in Artist Corner · 09/11/2003 (2:57 pm) · 9 replies
Here is my situation:
I am trying to open up a map in worldcraft, well Hammer, but I am having problems with getting the textures along with the structures. I then want to export the map (w/textures) to enable me to load it in the testapp. For what I have figured out, WAD files are required to have the textures loaded in Hammer, and then to export a jpeg or png is required also. Could someone help me out with this and clarify any discrepencies? Thank you.
I am trying to open up a map in worldcraft, well Hammer, but I am having problems with getting the textures along with the structures. I then want to export the map (w/textures) to enable me to load it in the testapp. For what I have figured out, WAD files are required to have the textures loaded in Hammer, and then to export a jpeg or png is required also. Could someone help me out with this and clarify any discrepencies? Thank you.
#2
right, clarify hm:
you write a wad-file with all the textures you want to be able to use. you leave the textures at its place!
Then create your map,export it do .map and convert it to .dif. For that, map2dif needs the textures in .jpg or .png! So don't delete them!
And then you can import it into torque! tadaa!! ;)
hope that helps
09/12/2003 (2:00 am)
As far as I know Yes, you need the textures. because when you convert a .map file into a .dif you need the textures you used in the map. right, clarify hm:
you write a wad-file with all the textures you want to be able to use. you leave the textures at its place!
Then create your map,export it do .map and convert it to .dif. For that, map2dif needs the textures in .jpg or .png! So don't delete them!
And then you can import it into torque! tadaa!! ;)
hope that helps
#3
I think that the .jpg/.png files must be stored in a designated directory for map2dif to work. I use QuArK which doesn't need wads, so I've forgotten. :-)
Then, the processed model (.dif) and appropriate textures must be in the same directory (for Torque games; Tribes2 is different).
Hope this helps!
-EricF
09/12/2003 (8:41 am)
Use Wally for saving to/from your .wad files.I think that the .jpg/.png files must be stored in a designated directory for map2dif to work. I use QuArK which doesn't need wads, so I've forgotten. :-)
Then, the processed model (.dif) and appropriate textures must be in the same directory (for Torque games; Tribes2 is different).
Hope this helps!
-EricF
#4
See the example/fps/data/interiors/test setup : the .difs are in the maps subdirectory while the textures are in the test directory itself
09/12/2003 (10:01 am)
Actually, the textures can be in the same folder, or any folder above where the .dif model is :)See the example/fps/data/interiors/test setup : the .difs are in the maps subdirectory while the textures are in the test directory itself
#5
09/12/2003 (10:03 am)
Thanks guys.....yah, I found that Wally prog yesterday, its pretty cool.
#6
09/12/2003 (10:10 am)
Now I am basically looking for existing maps and their WAD files. I have found some BSPtoWAD converters, but they don't seem to work.
#7
BSPtoWAD? Isn't a BSP file just for collision?
-EricF
09/12/2003 (1:35 pm)
I didn't know that, Nicolas. :-) Wow--learn something new every day.BSPtoWAD? Isn't a BSP file just for collision?
-EricF
#8
09/15/2003 (2:25 pm)
From what I have seen, I think BSP is like a compiled version of the map, whether or not WADs are included in there, I am not sure, I too was confused about that because you need to have the textures aswell as the BSPs (I think). Then MAPs or RMFs would be like source files.
#9
With Half-Life the textures can be saved into the bsp (not sure about Quake formats) but *most* of the time they are not.
With TGE you only need the wad file for Hammer to work correctly. TGE itself references the textures directly and never makes use of the wad. It will look in the same directory as the .map/.dif or in the directories *above* it (so mymap/textures won't work but textures/maymap will).
map2dif (the tool that compiles the .map (source) file into the .dif (pretty much the same thing as a .bsp) has to open each texture to get its dimensions and of course the engine has to open the textures for showing them to you.
You can use either Wally or buildWad.exe (comes with TGE) to compile your textures into a wad file for Hammer to use. For example, one of the first things I generally do with a fresh copy of TGE is to compile all the textures in the evil1 directory into evil1.wad and then add that to the Textures list in Hammer.
09/16/2003 (6:46 am)
.bsp is the extension that most Quake games and Quake derived games save their compiled map files to (geometry, collision, entities, visibility, etc.)With Half-Life the textures can be saved into the bsp (not sure about Quake formats) but *most* of the time they are not.
With TGE you only need the wad file for Hammer to work correctly. TGE itself references the textures directly and never makes use of the wad. It will look in the same directory as the .map/.dif or in the directories *above* it (so mymap/textures won't work but textures/maymap will).
map2dif (the tool that compiles the .map (source) file into the .dif (pretty much the same thing as a .bsp) has to open each texture to get its dimensions and of course the engine has to open the textures for showing them to you.
You can use either Wally or buildWad.exe (comes with TGE) to compile your textures into a wad file for Hammer to use. For example, one of the first things I generally do with a fresh copy of TGE is to compile all the textures in the evil1 directory into evil1.wad and then add that to the Textures list in Hammer.
Torque Owner Mark Hu