Goldsource to Source texture porting

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Revision as of 10:44, 20 October 2005 by DarkDruid (talk | contribs)
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Alright, so you got your old HL1 map and you want to convert it to HL2, but you don't have your custom textures converted. Well this is what I am going to teach you.

First of all you're going to need your custom wad file. For this tutorial I am using the cstrike.wad from the Counter-Strike.

What you need to do is go to your hard drive and create an HL1 folder somewhere. Then once inside make a new directory. This should be that mods directory. (For example: "cstrike" for counter-strike) Put your .wad file in that directory. For me it would be C:\hl1\cstrike.

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Now go to your \sourcesdk\bin folder. You will see the program xwad.exe. Right click on it and click Create Shortcut. Take this shortcut and put it in your C:\hl1\modname folder; for me this would be C:\hl1\cstrike.

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Right click on that shortcut and go to properties. Under Target it should say something like: "C:\Program Files\Steam\SteamApps\<username>\sourcesdk\bin\xwad.exe". We are going to need to add a string so that xwad.exe knows where to find our mod. So after the quotes add this -basedir C:\hl1\cstrike -wadfile C:\hl1\cstrike\cstrike.wad Hit apply then ok.

Before we go onto the next step you are going to need to copy the GameInfo.txt from \sourcesdk\launcher\ to your C:\hl1\cstrike folder.

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Now we are ready to convert your wad. Find your C:\hl1\modname folder. Click on the wad you want to convert and drag it to the xwad.exe shortcut we just made. It should take a few seconds and show the texture names it is converting and any changes in size it is making to the texture.

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After that is all said and done you will have a materials and materialsrc folders in your C:\hl1\modname folder. You now need to compile your textures so that they will show up in game. What xwad.exe did for you is convert all your textures to the apropriate size and save them as .tgas and create .vmt files for those textures.

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So now lets run these textures through vtex.exe. First go to your "counter-strike source\cstrike\materials\" folder and create a new folder witht the same name as your old wads name. For me this would be cstrike.

Then go to your \sourcesdk\bin\ folder and find vtex.exe. Create a shortcut like before and put it in your C:\hl1\modname folder. After the "C:\Program Files\Steam\SteamApps\<username>\sourcesdk\bin\vtex.exe" you are going to add this C:\hl1\yourmod\materialsrc\wadname\*.tga (For me it would be C:\hl1\cstrike\materialsrc\cstrike\*.tga)

This should create the .vtfs' (valve texture files) and place the compiled versions in the "counter-strike source\cstrike\materials\cstrike" After the process finishes, copy all the other files located in "C:\HL1\CSTRIKE\materials\cstrike" to your "counter-strike source\cstrike\materials\cstrike" folder.

Your custom textures will now load up in the Valve Hammer Editor and in game.

[title]Applying Converted textures to old maps[/title] Now for the best part. Open up Valve Hammer Editor to the mod you installed the textures under.

Now open up the old .map or the .vmf (if you already converted the brushes.) Go to:

File : Convert WAD -> VMT

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If you did everything like I said it should convert all the textures without a problem and once its finished you will see your old map textured exactly how it was before, down to the last alignment. Refreshing isn't it!

Anyways, its been fun. I hope some of you will find this tutorial useful. Let me know if you get confused so I know what to rewrite and such.

(*For advanced users, after the .wad file has been ran through xwad.exe you can modify the .vmt files (in the materials folder) so you can give things bump maps or reflections, etc..) I have written a tutorial about that since this was originally written if you are interested.