GtkRadiant map files in Hammer editor
Quote from Bananalama on July 24, 2011, 2:45 pmHi,
I've got the following question about mapping:
It was possible in the past to use map files which are done in the GtkRadiant 1.3.x editor with the Hammer Editor 3.5.
In the current version of the Hammer Editor this isn't possible in combination with GtkRadiant 1.5.0.For me it would be great to map the basic architecture in Gtk and then switch to Hammer to put in all the entities needed for Portal 2.
Is there any way to make them compatible again?
Or is there a configuration mod which makes the Hammer editor reacting like Gtk? xD
Because I'm not that good at handling the Hammer editor.Thanks in advance!
Hi,
I've got the following question about mapping:
It was possible in the past to use map files which are done in the GtkRadiant 1.3.x editor with the Hammer Editor 3.5.
In the current version of the Hammer Editor this isn't possible in combination with GtkRadiant 1.5.0.
For me it would be great to map the basic architecture in Gtk and then switch to Hammer to put in all the entities needed for Portal 2.
Is there any way to make them compatible again?
Or is there a configuration mod which makes the Hammer editor reacting like Gtk? xD
Because I'm not that good at handling the Hammer editor.
Thanks in advance!
Quote from Hober on July 25, 2011, 9:53 amI don't see anything that makes me think it would be compatible. Although Half Life's Binary Space Partitioning map format (.bsp) is descended from Quake's BSP map format, they have pretty much diverged from there. The wikipedia page for GtkRadiant makes no indication that it can work on any game that isn't using an id-derived engine (the way that, say, HL1 was).
Is it worth trying to make this work? Probably not. You will be better off just learning Hammer and using the right tool for the right job. You may be familiar with GtkRadiant, but it can't do what you need.
I don't see anything that makes me think it would be compatible. Although Half Life's Binary Space Partitioning map format (.bsp) is descended from Quake's BSP map format, they have pretty much diverged from there. The wikipedia page for GtkRadiant makes no indication that it can work on any game that isn't using an id-derived engine (the way that, say, HL1 was).
Is it worth trying to make this work? Probably not. You will be better off just learning Hammer and using the right tool for the right job. You may be familiar with GtkRadiant, but it can't do what you need.
Quote from Bananalama on July 25, 2011, 10:43 amWell, let me rephrase it:
Does anybody know a way to use the GtkRadiant editor with the source engine? (HL2 i.e.)
(I know HL2 was supported in 1.4.0.)
All I need is a Gamepack.From there it is a smaller step to Portal 2.
Well, let me rephrase it:
Does anybody know a way to use the GtkRadiant editor with the source engine? (HL2 i.e.)
(I know HL2 was supported in 1.4.0.)
All I need is a Gamepack.
From there it is a smaller step to Portal 2.