Placeholder .MAP resources
by Brian Richardson · in Artist Corner · 08/16/2004 (7:25 am) · 2 replies
I've been trying to find some placeholder levels for testing purposes. I've been pretty unsuccessful. Ideally, finding any office room would be great!
I've been trying to convert some maps via Quark and I've been unsuccessful.
What do you guys do for placeholder action?
Is it possible to convert maps/levels from other games for use in Torque?
Thanks,
Brian
(edits for spelling)
I've been trying to convert some maps via Quark and I've been unsuccessful.
What do you guys do for placeholder action?
Is it possible to convert maps/levels from other games for use in Torque?
Thanks,
Brian
(edits for spelling)
Torque Owner Erik Madison
The conversion method I use:
Open the .map in quark, HL mode. (Use WC to convert rmf to map if needed). Click on 'select entities only' and grab the whole map. Click on new group, and this should place all entity bound brushes into their own group, no longer bound as an entity. This way, you can keep the doors, windows and other func_wall stuff. Move that new group out of the way, and then select/delete all the rest of the entities. This should remove all those now empty func_walls, lights (not the same as torque uses), player_starts, etc.
Resave it, close it, and switch quark to Torque mode. You should now be able to open the map as a torque map. Retexture if needed, readd any lights using proper torque lights, and export. It should work fine now.