UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

General question about how certain maps are ported over to WaW.

broken avatar :(
Created 7 years ago
by Zambiiii
0 Members and 1 Guest are viewing this topic.
1,736 views
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 23 June 2017
Last active: 5 years ago
Posts
5
Respect
Forum Rank
Legless Crawler
Primary Group
Member
×
Zambiiii's Groups
Zambiiii's Contact & Social Links
After playing maps like SM64 zombies and Battle for Bikini bottom zombies, something piqued my interest. How have these maps been ported? While playing SM64 due to technical glitches, you can definately tell the map is a port rather than a recreation. How is this done? What programs are involved? Any answers would be wonderful, thanks.
broken avatar :(
×
broken avatar :(
Location: kh
Date Registered: 9 August 2013
Last active: 5 years ago
Posts
503
Respect
Forum Rank
Zombie Enslaver
Primary Group
Member
×
codmoddd1234's Groups
codmoddd1234's Contact & Social Links
Not sure how those specific maps were done but there are lots of ways to get models/textures or geo from games.
Ninja ripper for some older games.
Umodel for most Unreal engine games.
Johndoe (user on this site) has tools and a tutorial for converting source engine maps to codwaw.
Xentax forum is worth looking at if your interested in learning about the process.
Zenhax is another forum thats worth checking.
I think i read somewhere you can use a program while running an emulator to get some stuff from other systems games.
With the exception of Johndoe tools most things need to be put back together manually in radiant.
Marked as best answer by Zambiiii 7 years ago
broken avatar :(
×
broken avatar :(
JbirdHaX
Location: se
Date Registered: 12 March 2012
Last active: 11 months ago
Posts
1,043
Respect
Forum Rank
Zombie Colossus
Primary Group
Community Mapper Elite
My Groups
More
My Contact & Social Links
More
Personal Quote
(_̅(_̅м̅a̅я̅i̅j̅u̅a̅n̅a̅_̅0 ด้้้้้็็็็็้้้้้็็็็็้
Signature
▒█▀▄▀█ ░█▀▀█ ▒█▀▀█ ▒█▀▀█ ▒█▀▀▀ ▒█▀▀█  ▒█▀▀▀ ▒█░░ ▀█▀ ▀▀█▀▀ ▒█▀▀▀
▒█▒█▒█ ▒█▄▄█ ▒█▄▄█ ▒█▄▄█ ▒█▀▀▀ ▒█▄▄▀  ▒█▀▀▀ ▒█░░ ▒█░ ░▒█░░ ▒█▀▀▀
▒█░░▒█ ▒█░▒█ ▒█░░░ ▒█░░░ ▒█▄▄▄ ▒█░▒█  ▒█▄▄▄ ▒█▄▄ ▄█▄ ░▒█░░ ▒█▄▄▄
×
RadimaX's Groups
Community Mapper Elite Has shown excellence and experience in the area of custom mapping in the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
the problem with importing whole houses or foliage or bridges anything epic you might find you have to manually clip, i think i spend like hours trying to clip the jellyfields part of the spongebob map that had a jellyfield part lol was long time ago but if you dont mind spending some time making the clips and find it theraputic just start finding tons of models to import haha but making it all from the reference inside of radiant might be a quicker process given you can build what you see in a picture for instance


 
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 23 June 2017
Last active: 5 years ago
Posts
5
Respect
Forum Rank
Legless Crawler
Primary Group
Member
×
Zambiiii's Groups
Zambiiii's Contact & Social Links
Thank you guys both so much for the answers.

 
Loading ...