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Today I will show you how to create your own map in crossfire. I don’t know a lot about this topic, I’ll share everything that I know with you. I also attach the official Dedit guide, there are a lot of objects that are present in this version.
Here is my video from 2017:
My new videoguide:
Here is Dedit which has all the features with crossfire, in theory you can recreate any map that is in crossfire.
In dedit open to2.dep located in \dedit\TO2\Game
Pass: 123
Also a link to 3ds max 8, as well as plugins for working with lithtech files.
plugins: Pass: 123
I am attaching you a test map with objects so that you can see how they work.
Link to the official guide from the creators of Lithtech:
To make the map not black, add this line in the "World" > "World Info" tab:
AmbientLight 80 80 80
If you are asked for Packer, then specify let: \dedit\packers\WorldPacker.dll
To create a character spawn point, create a GameStartPoint object. GameStartPoint0 corresponds to 1 BL, GameStartPoint1 corresponds to 1 GR, GameStartPoint2 corresponds to 2 BL, GameStartPoint3 corresponds to 2 GR, and so on.
If you want to add a weapon lying on the floor like on the Crossroads map, add a GameStartPoint object and name it weaponspot%number%. In the MAPSPOTWEAPON.CFT file, enter the id of the weapon you need. In this table, SpotWeaponType%number% corresponds to weaponspot%number%. Also, do not forget to specify in the _SpotWeapon column in MAP.CFT the ID _EntryIndex specified in MAPSPOTWEAPON.CFT. When you add a weapon to the map, your main weapon is disabled and you only have a knife. It is desirable to turn it on for S&D, Elimination, since in TDM, FFA, etc., weapons that are on the floor quickly disappear.
The WorldEndPoint object points to the boundaries of the world for the minimap, without them you will not see the minimap and movement on it. 2 points WorldEndPoint0 and WorldEndPoint1 will be created, one on one side of the edge, the second on the opposite edge.
The StaticSunLight object creates solar lighting on your hands and weapons.
Using the CSubGravityZone object, as shown in the video, you can add gravity like on the "submarine" map, and possibly like on the "Gravity" map.
To create a staircase, use the AIVolumeLadder object. in the object properties in the "Dim" parameter, set the required dimensions of the stairs.
The C4AreaObject object allows you to create a planting point for explosives in "S&D" mode.
The DefaultCamera object allows you to create a camera that turns on when the entire team is killed and the C4 zone or some other zone is shown.
To use FX effects in SpecialFX, create a "ClientFX" folder in \Game\ and move the files from RF004.rez\CLIENTFX "ClientFX.FCF" and "ClientFX.FXF" there. Since Dedit is not capable of listing as many effects as crossfire uses, you will need to remove some of them from these files. They can be opened with any text editor.
If you transfer maps from Counter Strike 1.6 or Half Life 1, then you should know that crossfire maps are 4-4.1 times larger. I personally checked. Also, if you want to modify existing maps, you can try exporting .DAT to .SMD using "Noesis" and the .DAT plugin.
If you don't understand some of the objects you work with, you can see how the developers use them in regular maps using a hex editor, that explained a lot to me.
You can intuitively find the rest yourself, using the dedit guide and the hex editor. Share your work, it will be interesting to see.
Here is my video from 2017:
My new videoguide:
Here is Dedit which has all the features with crossfire, in theory you can recreate any map that is in crossfire.
In dedit open to2.dep located in \dedit\TO2\Game
Pass: 123
To view the content, you need to sign in or register
To view the content, you need to sign in or register
Also a link to 3ds max 8, as well as plugins for working with lithtech files.
To view the content, you need to sign in or register
To view the content, you need to sign in or register
plugins: Pass: 123
To view the content, you need to sign in or register
To view the content, you need to sign in or register
I am attaching you a test map with objects so that you can see how they work.
Link to the official guide from the creators of Lithtech:
To view the content, you need to sign in or register
To make the map not black, add this line in the "World" > "World Info" tab:
AmbientLight 80 80 80
If you are asked for Packer, then specify let: \dedit\packers\WorldPacker.dll
To create a character spawn point, create a GameStartPoint object. GameStartPoint0 corresponds to 1 BL, GameStartPoint1 corresponds to 1 GR, GameStartPoint2 corresponds to 2 BL, GameStartPoint3 corresponds to 2 GR, and so on.
If you want to add a weapon lying on the floor like on the Crossroads map, add a GameStartPoint object and name it weaponspot%number%. In the MAPSPOTWEAPON.CFT file, enter the id of the weapon you need. In this table, SpotWeaponType%number% corresponds to weaponspot%number%. Also, do not forget to specify in the _SpotWeapon column in MAP.CFT the ID _EntryIndex specified in MAPSPOTWEAPON.CFT. When you add a weapon to the map, your main weapon is disabled and you only have a knife. It is desirable to turn it on for S&D, Elimination, since in TDM, FFA, etc., weapons that are on the floor quickly disappear.
The WorldEndPoint object points to the boundaries of the world for the minimap, without them you will not see the minimap and movement on it. 2 points WorldEndPoint0 and WorldEndPoint1 will be created, one on one side of the edge, the second on the opposite edge.
The StaticSunLight object creates solar lighting on your hands and weapons.
Using the CSubGravityZone object, as shown in the video, you can add gravity like on the "submarine" map, and possibly like on the "Gravity" map.
To create a staircase, use the AIVolumeLadder object. in the object properties in the "Dim" parameter, set the required dimensions of the stairs.
The C4AreaObject object allows you to create a planting point for explosives in "S&D" mode.
The DefaultCamera object allows you to create a camera that turns on when the entire team is killed and the C4 zone or some other zone is shown.
To use FX effects in SpecialFX, create a "ClientFX" folder in \Game\ and move the files from RF004.rez\CLIENTFX "ClientFX.FCF" and "ClientFX.FXF" there. Since Dedit is not capable of listing as many effects as crossfire uses, you will need to remove some of them from these files. They can be opened with any text editor.
If you transfer maps from Counter Strike 1.6 or Half Life 1, then you should know that crossfire maps are 4-4.1 times larger. I personally checked. Also, if you want to modify existing maps, you can try exporting .DAT to .SMD using "Noesis" and the .DAT plugin.
If you don't understand some of the objects you work with, you can see how the developers use them in regular maps using a hex editor, that explained a lot to me.
For example, you can see the name
Object positions:
Translation from float:
And other object parameters:
Translation from float:
Object positions:
Translation from float:
And other object parameters:
Translation from float:
You can intuitively find the rest yourself, using the dedit guide and the hex editor. Share your work, it will be interesting to see.
Last edited:

