just load map into ET :nag: ( most of them should work without any problem )
personaly i think it would be much easier to make a mod to load up RTCW maps without minimal work needed…
RTCW to ET Map Conversion - map makers wanted - earn $$$
Only “problem” you might have then is that there is no commandpost or buildable things in the map (cause they weren’t in RTCW)
But that wouldn’t be a major problem I guess.
Greetz Panther aka Way2Evil
well gosh it’s great when i load xlabs into ET, all brushwork is in place, and fps really is great, only textures aren’t what they should be, but I need to decompile it to convert it to ET you know, to make objectives and stuff so if I decompile it there’s almost nothing left of brushwork :s
and btw, i’m not asking how to do it cause I already did all brushwork and texturing and scripting and stuff, I’m asking where to get a permission to convert an RTCW map
Why would you decompile??
I’m no mapper, but I think you could just rescript it and place the textures right etc and some other small ET stuff and the map should work right??
Greetz Panther aka Way2Evil
Basicly, he’s right if you don’t want to add things and if the map isn’t using any missing entity types…
I must agree though that it can be handier to have a map file where you can look everything up.
Only real problem is crashing while trying to draw Command Post gird
As far as i noticed, mod needs to support these:
*creating mapcoords
*allowing to use some RTCW specific scripts? ( ET uses arena files instead )
*remake a lot of textures :nag:
*convert RTCW dynamitables to ET ones ( not so big deal, but they are both done diffirently )
*support adding entities in map scripts ( to add objectives, almost every mod does it … )
But well TBH there are still some problems ( fog volumes looks really weird in ET, same for dlights, no constructibles, no teamdoors or everything that wasn’t in ET ) However i think this way may keep great RTCW atmosphere which is missing in ET
my only problem is hint brushing , RTCW uses area portals and cluster portals , but it doesn’t seem to work, I copied them out of the decompiled xlabs
are area portals and clusterportals ONLY for RTCW maps? And should it help if I copied the areaportals and clusterportals and make them hint brushes?
btw does anyone know what clip monsters are?
I think so
weird thing is, when I load the RTCW map in ET without decompiling and stuff, the FPS is great!, you can see with /r_showtris 2 that there just must be Hint brushes in the map, but if I decompile it there aren’t hint brushes :s , the thing is, I know nothing about hint brushing
and i can only compile the map with bsp meta, cause the max_visibility is exceeded
Anyone feeling like taking a look at the map?
to give some advice maybe
Quite easy: all info about structural/detail and hinting is gone.
Once you make the right things detail again, the max_visibility error will disappear.
I’ve done this before for ET_Headshot2 where I decompiled mml_headshot. (With permission, of course)
great , the detail brushes do work , and the vis is getting smaller, but still way to big 
Before detail brushes:
portalclusters: 8139
numportals: 26805
numfaces: 33091
after some rooms with detail brushes:
portalclusters: 7762
numportals: 25442
numfaces: 31464
Looks a LOT better already 
Question:
What should be the maximum size of the portalclusters, numportals and numfaces ,so the -vis compile should work?
Question:
Do models and entities need to have detail brushes to?
Your visdata size needs to be less then 2 megabytes. Most likely, with proper design, it should be a lot less than that.
Question:
Do models and entities need to have detail brushes to?
No. No-worldspawn entities (except for func_groups) are implicitly detail anyway.
Should doors that connect 2 rooms be detail to?
Darn I made as much as I could detail brushes, I halved all the sizes of the vis compile when i had nothing in detail brush, but it’s still to big :s
hm, the vis compile is working but it seems to stop at “PassagePortalFlow”, any ideas why?
visdatasize : 1468376
3399 portalclusters
11214 numportals
14337 numfaces
22428 active portals
756 hint portals
Hey Northener, you still interested in a conversion of POW Escape? I’ve been thinking about the possibilities and might throw my hand in converting the old ball and chain over to ET if there’s still any interest.
If so, post here and let me know 
I don’t know about cluster portals. But Area portals DO work in ET. When you use them, only apply the “area portal” shader to 1 side. Use the “skip” shader for the rest.
And of course, these are only useful if they are touching structural brushes and are placed inside of doors.
