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#1
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![]() So, as it turns out, Croteam have released a sneaky unannounced patch for SSHD some time ago, that finally fixed its awf importing feature, as in, importing levels from Serious Sam 1 Classics Revolution!
The original problem was, that if you tried importing a level, that definitely always had models that doesn't exist in SSHD, the editor would crash, unless you make a placeholder model yourself. This is now fixed! How to convert a SS1 level to SSHD in a few easy steps! 1) Open your cool level in the Revolution Editor. ![]() 2) Press F11 to export the entities of your level, including the terrain. ![]() 3) Press Shift+F11 to export the placements of said entities. ![]() 4) With this process, you have exported a bunch of amf files, also an awf, an epn and a sml file. Copy these to your SSHD folder, no matter which. ![]() 5) Open your SSHD editor. Create a new world, but do not place anything in it! Instead, find the "Import awf" tool, Ctrl+I by default. ![]() 6) Select your awf. You will have to wait a little, depending on how large and complex your level is, as the editor imports everything. ![]() 7) Voila! Your level is imported! But what is this? It looks different! ![]() Yes, you see, there were a lot of changes between the engines of SS1 and SSHD. Shaders have changed, so you have to completely retexture the level. It also uses a completely different lighting system, so you have to place more lights, or you have to place a new distant light. Sometimes, these entities are present, so you only have to bake the GI. But expect problems. You'll have to work on the level a little until it's back to its original shape. However, gameplay-wise it should work almost perfectly! ![]() 8) One thing you have to note, that like the original levels in SSHD, the entities in a converted level are locked. You need to unlock them, by selecting "Unlock" or Ctrl+Shift+Enter. ![]() 9) Now save your map, and enjoy! Note 1) While SS3 and Talos can import amf files, and have the awf import option, due to the missing entities and other important engine features, this conversion doesn't work in them. On the other hand, you can still import the amf files one by one to these games, and piece together at least the layouts of these levels. Note 2) The models you convert from SS1 to SSHD are amf files, and while they don't retain their textures due to a change in shaders, they DO retain their surfaces sometimes. You can use this to your advantage when retexturing the levels in either SSHD or the newer games.
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Since Old Lost Age I Shine My Serious Sam 3/HD Workshop While I do work for Croteam, I'm first of all of this community, so my opinions are my own and do not represent Croteam's views. Unless when I use this nice blue color I totally didn't steal from Blizzard. Last edited by Solais; 02-13-2015 at 04:54 AM. |
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#2
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![]() What about special gravity?
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#3
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![]() Cool, will be in the future convert from ss2 to hd or hd to classic etc etc?
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Serious Sam The Next Encounter Classic for PC - WIP |
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#4
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![]() That's very cool, I have always been working with only exporting the polygons, I didn't know we could export entities as well, thanks for the tutorial it's good to know !
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Showcase Thread© -- Crippler and Raka's Artillery© ------------------------- ![]() Procyon, alive... and still shining. Check STM 1.08B for SSSE by Troy and Zeo. French mapper and modder since 2010. |
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#5
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![]() Pika: Special gravity doesn't exist in later engines, so obviously those parts of the maps have to be redone.
Mkbewe: Not likely. This feature was originally created to make SSHD, nothing else.
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Since Old Lost Age I Shine My Serious Sam 3/HD Workshop While I do work for Croteam, I'm first of all of this community, so my opinions are my own and do not represent Croteam's views. Unless when I use this nice blue color I totally didn't steal from Blizzard. |
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How to convert a SSHD .tex to .tga? | Joonas08Joonas | Serious Sam HD Workshop | 2 | 11-30-2014 05:50 AM |