PDA

View Full Version : Cashed, how'd you do?



smartin
12-27-2008, 05:42 PM
Hey, I was just thinking about the new inferno when something crossed my mind.
How did you create the map - What did the process look like? From the very first moment of creation of the first version of csp_inferno to what it is now. Did you simply port it, add some new stuff and textures or did you rebuild it from scratch? :P'

Cheers!

Redstar
12-27-2008, 06:27 PM
Well Cashed can surely explain it better than me, but here is how I do: (I take for exemple my map csp_office)
-First I've decompiled cs_office.bsp from 1.6 in order to get a .map file which is openable on hammer. This .map file is full of bug but it is used as a model in order to create the new map on hammer of the source sdk.
-Then you can begin rebuilding the map unit by unit exactly the same as the model.
-After that, you add all the entities (lights, T/CT buy zone, func_doors, etc)
-Once you're done (it took me about 25 hours on source sdk to rebuild cs_office), you can begin adding textures.
-Then I've had a look at cs_office from css and I drew my inspiration from it. Indeed, 1.6 maps have a pretty basic architecture.
-After that you have to start optimizing it
-And after all that, your map is finished, playable and you only have to work on visual stuff, and to add the csp logo :P

ps: make a direct port is impossible, in fact it is, but the map would be full of bugs, so the only way to do a remix is to rebuild it from scratch, with a model to look at of course!

smartin
12-27-2008, 07:45 PM
Whoa! That sure is some hard work right there :o

cashed
12-27-2008, 08:46 PM
id say that's about right. You could put a concept stage in there if you were going to keep the original 1.6 theme but reiterate it to be more sourced

rezuth
12-27-2008, 11:03 PM
Does this mean that you actually build on top of the decompiled version or create a new one from scratch?
Given that this mod is all about keeping the 1.6 dimensions I'm inclined to believe that you're not doing the latter option.

Redstar
12-28-2008, 06:36 AM
Does this mean that you actually build on top of the decompiled version or create a new one from scratch?

No, you have to create a new one from scratch. Build on the top of the decompiled version is a big waste of time, a decompiled file is just so messy. It's way much faster and clean to rebuild the map from scratch (with the decompiled file as a model) because a decompiled file will always generate errors.

HarLe
10-07-2009, 10:05 AM
For some reason I can't import .map files.

It gives me a "invalid block index" error and closes Hammer. =C

How did you guys decompile the original .bsp?

downbad
10-07-2009, 12:43 PM
http://www.geocities.com/cofrdrbob/vmex.html

you need vmex to decompile the maps and GCFScape to get to the .bsp in your directory.