Level Editor/Workflows/Importing Source maps: Difference between revisions

Level Editor: importing Source maps (BSP / VMF)
 
American spelling
 
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| '''Props (with linked models; markers without)''' || Props where they stood. With linked models each is a real prop showing its model, with its angles, size, skin and shadow setting; without, a marker named after its model.
| '''Props (with linked models; markers without)''' || Props where they stood. With linked models each is a real prop showing its model, with its angles, size, skin and shadow setting; without, a marker named after its model.
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| '''Sun direction and colour from light_environment''' || Sets the map's sun.
| '''Sun direction and color from light_environment''' || Sets the map's sun.
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| '''Leave out the 3D skybox''' || Ticked, the miniature scenery round sky_camera is left out. Unticked, it comes in as the editor's own [[Level Editor/Entities/3D Skybox|3D skybox]] (see below).
| '''Leave out the 3D skybox''' || Ticked, the miniature scenery round sky_camera is left out. Unticked, it comes in as the editor's own [[Level Editor/Entities/3D Skybox|3D skybox]] (see below).
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| '''Centre on the origin (across X and Z)''' || Moves the import so it is centred across X and Z.
| '''Center on the origin (across X and Z)''' || Moves the import so it is centerd across X and Z.
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| '''Link TF2 materials (read from your TF2 install, never copied)''' || Each face wears the map's own material, lined up as it was in Source. Unticked, every face is in the default material.
| '''Link TF2 materials (read from your TF2 install, never copied)''' || Each face wears the map's own material, lined up as it was in Source. Unticked, every face is in the default material.
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A blended displacement material paints its two textures by the map's blend.
A blended displacement material paints its two textures by the map's blend.


'''Props''' with linked models stand still, whatever kind of prop they were. A prop that was solid in Source collides as its physics model did; that collision is kept in your map and written into its export, so the map plays the same on a machine without TF2 and on a server. Props Source walked through, and models without a physics model, have no collision. Linked props are lit by light probes rather than the lightmap, but still cast their shade into the lightmap when you bake. Change a prop's '''Skin''' (a team's colours, a crate's labels) in the inspector.
'''Props''' with linked models stand still, whatever kind of prop they were. A prop that was solid in Source collides as its physics model did; that collision is kept in your map and written into its export, so the map plays the same on a machine without TF2 and on a server. Props Source walked through, and models without a physics model, have no collision. Linked props are lit by light probes rather than the lightmap, but still cast their shade into the lightmap when you bake. Change a prop's '''Skin''' (a team's colors, a crate's labels) in the inspector.


== Overlays and decals ==
== Overlays and decals ==
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== The 3D skybox ==
== The 3D skybox ==
With '''Leave out the 3D skybox''' unticked, the skybox room comes in as a group named '''3D Skybox''' holding a '''Sky Camera''' at sky_camera's spot, with its scale, and the room's brushes, displacements and lights. If sky_camera has fog on, its colour comes across and its distances become the Sky Camera's '''Fog Density'''; with fog off the skybox takes the map's. With '''Props''' ticked, the room's props come in too. The room's triggers, clips and other entities are left out. A map that already has a Sky Camera keeps it: the room comes in as a plain group, '''3D Skybox miniature''', and the report says so. If the importer cannot tell the skybox room from the map, it comes in as part of the map and the report warns.
With '''Leave out the 3D skybox''' unticked, the skybox room comes in as a group named '''3D Skybox''' holding a '''Sky Camera''' at sky_camera's spot, with its scale, and the room's brushes, displacements and lights. If sky_camera has fog on, its color comes across and its distances become the Sky Camera's '''Fog Density'''; with fog off the skybox takes the map's. With '''Props''' ticked, the room's props come in too. The room's triggers, clips and other entities are left out. A map that already has a Sky Camera keeps it: the room comes in as a plain group, '''3D Skybox miniature''', and the report says so. If the importer cannot tell the skybox room from the map, it comes in as part of the map and the report warns.


== Map logic ==
== Map logic ==