Initiate Mage
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I'm studying DEdit and I don't know anything about it. I didn't even know how to move the camera. I made some changes to the junkflea map. How can I put it in the game? to teste the map and for everyone play? and i dint understood how to texture the map, i only have the geometry, i need to unpack texture.rez and put on texture folder of my project? i wanted the junkflea texturesI’ve been working on this converter for a long time, and now I’m finally releasing it.
It’s written in Python and consists of just a single file. I only have basic programming knowledge, but I wanted to make it possible to convert DAT maps into LTA.
For Combat Arms, here’s how to use it:
- Put all the resources into the DEdit editor folder "Game" from game rez files and decrypt them.
- Place the maps into the Worlds folder.
- Put the converter into the same Worlds folder.
- Open a console, go to that folder, and run:
If you are using the .exe:
If you are using the .py:
The -v1 flag is required because Combat Arms uses maps with tangent and binormal.
After conversion, three files will appear in that folder:
Important note:
- mapname.lta – this is the triangulated map with UVs. It’s the main map we’ll be working with and the one that should be compiled in the future.
- mapname_PhysicsDATA.lta – contains information from the WorldTree section. It includes a non-triangulated version of the original with correct brush properties but no UVs. I haven’t yet found a way to transfer UVs from the triangulated version to this one. What we actually need here are only the brush properties, which must be copied manually into the main LTA.
- mapname.txt – debug information about the world, useful for identifying issues with the converter.
- mapname.lta stores the TextureEffect for each brush if one is present.
- mapname_PhysicsDATA.lta stores the rest of the information.
- mapname.txt is for debugging.
This converter also sets the properties of all brushes (RenderNode and WorldModel) to "Detail 0" and "AmbientLight 0 0 0". For these parameters, you should rather take guidance from the original leaked map JUNK_FLEA — this gives you a big advantage compared to games where no original maps are available at all. JUNK_FLEA is already publicly accessible, and I will attach it here as well.
View attachment 287421
To better understand this, you’ll need to dig deeper into the subject. For more accurate handling of objects in DEdit, I also recommend placing the additional files I’m attaching into your Game folder.
If CLIENTFX.FXF and CLIENTFX.FCF contain the up-to-date FX for the maps you’re working with, you can safely click Yes in the window:
View attachment 287420
But if those FX are missing from the files, choosing Yes will make DEdit delete the FX names from your map and they will be lost.
If you choose No, then your existing FX will stay untouched.
Another thing worth mentioning: the converter can detect occluder names. If an occluder has the default name “Occluder”, then it’s a regular one. If the name is different, it means the occluder is being used by a DynamicOccluder object.
Feel free to share and upload your own modified maps for the game — it would be great to see them. Hopefully this will give new life to Combat Arms modding.
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