Trying to port a CSS map to TF2

BluTF2

L1: Registered
Jun 11, 2017
3
0
I've been trying to port this map https://i.gyazo.com/6f9bc9370ebb963af6bdbdfcd263c4d4.mp4 to tf2 using hammer but I've got a few problems.

1. I can load the map in sfm but when i try to open it in tf2 it says it is missing or invalid. Is this because I have to export the .bsp map file in a different way for tf2?

2. (in sfm) When I'm standing on one of the platforms while it tips over I don't get accelerated by it, my character just stays in place and clips through the model, making me unable to jump. Do you know if this will happen in tf2 as well and if so, would you happen to know if there's a command that can prevent this?


3. In the compile log i get a few of these: "WARNING: node without a volume". Will this be a problem?

Any help is appreciated and I can provide a small compensation if someone actually knows where to go from here, I really want to play this map again. Thanks, and have a nice day.
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
At first I thought it was mg_smash_cannonsz, an amazing map. I guess both work in a similar way with physics.

Now, the very first thing I'd suggest you is changing all the "info_terrorist" and "info_counterterrorist" to "info_player_teamspawn" and set these entities the desired team. I don't really remember the entity names as I haven't mapped for CS:S in 2 years, but they should be something like that. Also make sure that once they turn into a green Gordon figure, they're at least 8 units above the ground.

Note that TF2 always had issues with a few functions while other Source games support them properly. If the above suggestion doesn't fix it, the issue may be your problem.
 

BluTF2

L1: Registered
Jun 11, 2017
3
0
At first I thought it was mg_smash_cannonsz, an amazing map. I guess both work in a similar way with physics.

Now, the very first thing I'd suggest you is changing all the "info_terrorist" and "info_counterterrorist" to "info_player_teamspawn" and set these entities the desired team. I don't really remember the entity names as I haven't mapped for CS:S in 2 years, but they should be something like that. Also make sure that once they turn into a green Gordon figure, they're at least 8 units above the ground.

Note that TF2 always had issues with a few functions while other Source games support them properly. If the above suggestion doesn't fix it, the issue may be your problem.

I used this guide: http://nicomodding.tumblr.com/post/45312386668/tutorial-convert-csgo-maps-to-tf2 to port the map so I should have gotten the teamspawn thing done right. I didnt know about the 8 unit thing though so I'll keep that in mind, thanks.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
All spawn entites have to be off the ground, so converting between them shouldn't require any relocating.