Merging Two Maps Together
Quote from Logic on June 8, 2012, 8:43 amSo I've been working on 2 separate maps in Hammer and now realized that they are both small enough to be one single map.
I tried selecting everything on one of the map, copy it and paste it onto the other map. It works great in Hammer, but I get weird leaks everywhere and the part I copied in doesn't render when in game.
Copy/paste seems a bit primitive. Is there a good way merge these two maps together? I don't wanna remake half the map :/
So I've been working on 2 separate maps in Hammer and now realized that they are both small enough to be one single map.
I tried selecting everything on one of the map, copy it and paste it onto the other map. It works great in Hammer, but I get weird leaks everywhere and the part I copied in doesn't render when in game.
Copy/paste seems a bit primitive. Is there a good way merge these two maps together? I don't wanna remake half the map :/
Quote from DamnImOnFire on June 8, 2012, 9:02 amI don't know if there's a different way of doing it, other than copy and paste... When I had to do it, I used visgroups in particular, to make it easier to move the tests (thank God for 'select all'.)
I suggest copying over the brushes before copying the entities.
I don't know if there's a different way of doing it, other than copy and paste... When I had to do it, I used visgroups in particular, to make it easier to move the tests (thank God for 'select all'.)
I suggest copying over the brushes before copying the entities.
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Quote from Pitkakorvaa on June 8, 2012, 9:07 amIf copy/pasting doesn't work, then God help you. It should work fine, at least for me. Just make short hallway, 128x128 wide/height for both maps so its easy to connect without any problems.
If copy/pasting doesn't work, then God help you. It should work fine, at least for me. Just make short hallway, 128x128 wide/height for both maps so its easy to connect without any problems.
Quote from BEARD! on June 8, 2012, 9:13 amOr: Make a new map and import your two existing maps as instances. Then in the third 'top-level' map add your corridor or whatever to connect them.
Advantages: you don't have to rebuild half your map. Each puzzle can be edited independantly. You don't have to worry about entity names colliding, since the instance fixup name takes care of that. Each section is aligned to the grid so you don't have to worry about copy and paste messing up your brushwork. You can hide the whole instance easily without having to worry about maintaining visgroups.
Disadvantages: sending I/O from one instance to another is a little involved, since you have to use proxies.
Or: Make a new map and import your two existing maps as instances. Then in the third 'top-level' map add your corridor or whatever to connect them.
Advantages: you don't have to rebuild half your map. Each puzzle can be edited independantly. You don't have to worry about entity names colliding, since the instance fixup name takes care of that. Each section is aligned to the grid so you don't have to worry about copy and paste messing up your brushwork. You can hide the whole instance easily without having to worry about maintaining visgroups.
Disadvantages: sending I/O from one instance to another is a little involved, since you have to use proxies.
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Quote from RustyDios on June 8, 2012, 10:30 amBEARD! wrote:Or: Make a new map and import your two existing maps as instances. Then in the third 'top-level' map add your corridor or whatever to connect them.Advantages: you don't have to rebuild half your map. Each puzzle can be edited independently. You don't have to worry about entity names colliding, since the instance fixup name takes care of that. Each section is aligned to the grid so you don't have to worry about copy and paste messing up your brushwork.
Disadvantages: sending I/O from one instance to another is a little involved, since you have to use proxies.
This is very similar to the format I've been building my map with. Each chamber as a separate instance within a "master" map. It makes editing and bugfixing any small part easier, you just need to remember to rebuild the master map. It works a treat.
Advantages: you don't have to rebuild half your map. Each puzzle can be edited independently. You don't have to worry about entity names colliding, since the instance fixup name takes care of that. Each section is aligned to the grid so you don't have to worry about copy and paste messing up your brushwork.
Disadvantages: sending I/O from one instance to another is a little involved, since you have to use proxies.
This is very similar to the format I've been building my map with. Each chamber as a separate instance within a "master" map. It makes editing and bugfixing any small part easier, you just need to remember to rebuild the master map. It works a treat.
Quote from Brainstone on June 8, 2012, 10:50 amVALVE did it also that way. If you look at the example map "column blocker", you'll notice that th birthday chamber is an instance.
VALVE did it also that way. If you look at the example map "column blocker", you'll notice that th birthday chamber is an instance.
Quote from Logic on June 8, 2012, 11:02 amI managed to use copy/paste better the second time around and copied both parts into a separate map. Worked like a charm. I just had to place the walls so that the textures fitted perfectly.
Thanks for the different solutions. But "the best solution to a problem is usually the easiest one."
I managed to use copy/paste better the second time around and copied both parts into a separate map. Worked like a charm. I just had to place the walls so that the textures fitted perfectly.
Thanks for the different solutions. But "the best solution to a problem is usually the easiest one."
Quote from Vordwann on June 9, 2012, 5:27 pmBEARD! wrote:Or: Make a new map and import your two existing maps as instances. Then in the third 'top-level' map add your corridor or whatever to connect them.Or you could NOT create a new map and just instance the other map into the original map and construct the corridor.
Or you could NOT create a new map and just instance the other map into the original map and construct the corridor.
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Quote from UsCobra11 on June 9, 2012, 6:01 pmLogic wrote:the part I copied in doesn't render when in gameThat happened to me when I copy/pasted another map into one, it was very confusing. It seems you've already fixed the problem, but yeah, I'd say to just load your map into the other as an instance.
That happened to me when I copy/pasted another map into one, it was very confusing. It seems you've already fixed the problem, but yeah, I'd say to just load your map into the other as an instance.
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Quote from Logic on June 9, 2012, 6:04 pmUsCobra11 wrote:That happened to me when I copy/pasted another map into one, it was very confusing. It seems you've already fixed the problem, but yeah, I'd say to just load your map into the other as an instance.I didn't want to make instances since I'm not fully informed on how they work and I still had to change a lot of things in both of the maps.
Merging them together seemed like the better alternative, but I'm starting to have second thoughts
I didn't want to make instances since I'm not fully informed on how they work and I still had to change a lot of things in both of the maps.
Merging them together seemed like the better alternative, but I'm starting to have second thoughts