Is there a way to import GoldSrc maps into Hammer?

Discussion in 'Mapping Questions & Discussion' started by Pocket, Feb 7, 2017.

  1. Pocket

    aa Pocket func_croc

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    I'm interested in seeing, for example, whether Valve changed the scale of some of their maps between Team Fortress Classic and their TF2 remakes.
     
  2. AsG_Alligator

    aa AsG_Alligator trigger_hiss

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    I mean... I guess its technically possible. Both Source and GoldSrc use vmf as map source file.

    No idea if vmf structure in both is the same, but dimentions should be.

    You can try decompiling a GoldSrc map, and loading it up into tf2 hammer.
     
  3. Crowbar

    aa Crowbar perfektoberfest

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    GoldSrc uses RMF, which hammer also supports.
    I'm however pretty sure bsp format differs a lot, and we wouldn't succeed in decompiling.
     
  4. Blade x64

    aa Blade x64 Logical insanity

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    https://developer.valvesoftware.com/wiki/Porting_Half-Life_maps

    Yes. However, decompiling goldsrc maps is a lot nastier. The maps only retain data for world facing surfaces, so every surface turns into its own brush.

    But if it's just to evaluate scaling, shouldn't be a problem. Just a lot laggier.

    You may need to grab a copy of Hammer 3.5. Our Hammer doesn't seem to take to .map kindly, so you'll have to open and save as .rmf in 3.5.
     
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  5. Pocket

    aa Pocket func_croc

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    Is Hammer 3.5 the version that comes with the Half-Life SDK? Because I do have that.
     
  6. Dr. Orange

    Dr. Orange L6: Sharp Member

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    3.5 is kind of like an update or a patch to 3.4. If you have the SDK installed from Steam, you have 3.4 by default, and you must download 3.5 from the internet.
     
  7. Hyperion

    aa Hyperion L16: Grid Member

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    Isn't that actually better way to do it, surely planes are cheaper than all sides of a brush
     
  8. Blade x64

    aa Blade x64 Logical insanity

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    In terms of filesize, yes, maps that shed unnecessary sides will be smaller. By how much is beyond me.

    In terms of decompiling, figuring which sides went to which brush is really hard, not to mention filling in the blanks. You could probably publish a pretty impressive paper on the algorithm if you figure it out. But all current Goldsrc decompilers just take each face and make it one unit thick so Hammer likes it. The result is about six times the faces the map originally had. All brushes must be reconstructed by hand if you want any hope of a good compile.
     
  9. Empyre

    Empyre L6: Sharp Member

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    I have known since well before TF2 that decompiling half-Life maps made a mess, and I had heard that decompiling is a lot less messy now, but I had just figured that the algorithms had somehow gotten better. Thanks to this thread, I finally know what has changed: the bsp format now includes the whole brush, and not just the visible faces, which obviously would make decompiling much easier.
    Thanks! I like learning new things.

    Also, if you somehow manage to import a goldsrc map into TF2, you'll find that the scale is very different. Everything would be way too small for the TF2 characters.