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Hl2 beta maps converted to quake 1 easily!, but 1 texture problem

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  • Hl2 beta maps converted to quake 1 easily!, but 1 texture problem

    I recently found out how to take the wc hl2 beta map pack (Half-Life 2 Beta - Combine OverWiki, the Half-Life Wiki - Half-Life, Half-Life 2, Half-Life 2: Episode Three, and more)
    and convert the maps into quake 1 .map or bsp in less than 30 seconds! At first I tried to convert a hl2 beta map into quake 1 for fun, but then when it came up as a quake 1 map in quark when I converted, I was wondering how this is possible! Things like func_detail works(skinny hand rails and such) and doors and triggers are visable in the viewer under quake 1 mode. When I compile, I have just but one pain-in-the-ass problem. It says:

    ERROR 42: Didn't split the polygon in SubdivideFace near (x,y,z)

    That and the fact that I have to RETEXTURE EVERY DETAIL of the map make it difficult for me compile, mostly the error 42 one. Any ways to fix this problem? I will convert,fix up,and retexture one of the 1300 maps for whoever can fix this!

    These maps are fun, I have one that is double the quake one map limit, but I made it fit in . It was 2 entire cities in one map!!

  • #2
    mmm that means u have to find the "brush" [or "block" or "map piece thing" or "whathaveyou"] and either;
    a] fix it [i have no idea how, honestly]
    or
    b] delete it and replace [oh joy, but usually simple]

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    • #3
      It has soooo many of them, it is almost impossible to find one. Someone said that:

      SubdivideFace: A) A very small, or long and narrow polygon needs
      didn't split the to be split, and the resulting polygons are too
      polygon small for the program to handle

      B) the splitting algorithm is failing due to the
      complexity of the polygon which is being split.


      There, There was something about the texture size also..

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      • #4
        "SubdivideFace: Didn't split the polygon near (x y z), texture"
        One or more textures are scaled too small on a face. Find face and increase scale.

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        • #5
          If you want I can tackle one of the map files if you can make it available.

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          • #6
            For Quake map error/warning resolution: I advice you to read aguirRe's Tool Tips, the only "Official Quake Mapping Holly Bible" (check it out here: http://user.tninet.se/~xir870k/tooltips.txt )

            The main problems by down-converting a map from recent game to Quake are generally:
            - funcs/triggers/etc.. porting. Many of them are not supported except if you launch your engine with a specific HL2 mod
            - texturing may suffer from quality decrease, as HL2 is 24-bit TGA oriented with diffuse-normal-shadow hi-res textures, and Quake textures are only 8-bit indexed.

            Also, textures coordinates in HL2 map are not the same as in Quake map: hence the issues you are facing...
            I suppose you did a simple "copy-paste" of the map using QuArK, right ?

            Anyway, I hope you'll find a way to solve your issue.. Maybe using the "find bad tex scale" tool in QuArK would help you.

            Good luck !
            What Does Not Kill You, Makes You Stronger

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            • #7
              Thanks all, I think it was the texture problem, I will try to fix it again, then if it doesnt work, ill post a converted maps for anyone to try

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              • #8
                So, any luck?

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                • #9
                  Retexturing a whole map sure is a PITA...

                  The texture scale issue is usually solved by simply retexturing the face/brush, for me at least (Quest).
                  Scout's Journey
                  Rune of Earth Magic

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                  • #10
                    I made a script for this, once. I made a script to convert the half-life:source maps to .map files. I even scaled down all the textures and stuffed them in a .wad file and the textures mostly match. The only major problems i found were a lot of leak points, and I'm no mapper so I have no idea how to fix these accurately. If you're interested on porting some, though, drop me a PM.

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                    • #11
                      I've noticed as the maps get bigger and more complex (and these would qualify) QBSP creates leaks for some strange reason when there shouldn't be. It's happened to me many time where i will make changes in one part of a map and it will leak in an area I didn't alter in any way.

                      All I do to fix this is find where the leak is, copy the surrounding brushes, delete and then paste one at a time, and then it builds just fine.

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                      • #12
                        Would it be easier or better to convert the maps to hl1 format as we have HalfLife map support working in most engines ?
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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