
Combine this with the other images sliced from -190 (bottom of this map dod_mainz) and 600 (the top of this map, the highest structure found) and you will have some very easy block work to do, this is the main thrust of this technique it takes all the guesswork and saves you time.īelow is a thinner, clearer slice through the map around the half way mark. The structures in the map dod_mainz are to scale and you can use this to setup a plan view. The image is a slice of the BSP, in this case a thick slice from the top to the bottom.lots of lines there, it gets clearer don't worry, that messy image is only one of 12 we will use.

Walls, ground contours are fine lines and if this tool is used correctly you will be able to slice the map and have a 2D image just like a CT scan, (Computed Tomography).īelow is a reduced image from the HL1 map dod_mainz, BSP_slicer made this as a 3140 x 2312. We want to know basic measurements in that 3D space, to do that we can use some old forgotten programs and a couple of current ones.īSP_tools made by Botman has a tool that will return some very large and accurate images of the structure. Using this method still requires you to decompile or copy parts of the old map.Ī map is a 3D space, X, Y and Z. We will also use Hammers Visgroups to turn these on and off for clarity while editing. We will use around 12 images or so spaced 64 units apart, starting at the bottom and continuing until we reach the top of the maps structures. within one unit on the X Y plane and as close as possible on the Z plane.

The images will be placed on brushes, or large 8 unit thick blocks (the big white image in the picture below), in hammer as a multi layered "plan view" to get all the shapes of structures in the old map. The set of images will act as a 2D plan view of the old maps structure.

The entities positions will be used as guides for setting up a series of images and correctly scale them.

Well you can't do that for the HL1 maps, not the same, read this, then you will understand why you need to rethink how you port from HL1 to Source.ĭescription: Using various tools we will make a special VMF file that contains no old structure but does contain entities from the old map. You may have used VMEX to decompile a source bsp and then open in hammer. If you have tried to port HL1 to Source before you will know why this technique was developed.
