Source: Hammered
We have a great update for you all today, PeppyFool has let Hammered host up MAPfool a program made to ease the conversion of your Half-life 1 maps to Half-life 2! In other words it will make the amount of reworking you would normaly have had to do a lot less! Sounds good huh? But wait it gets better! MAPfool comes equipped with a few different operations so you can get your map up to date in no time! such as changing your old HL1 entities into their HL2 equivalents, or even update your old AAAtriger or sky textures to the HL2 Equivalents saving you lots of time if your are updating a big map!For a more in-depth look we have taking a snippet from PeppyFools website http://www.peppyfool.com-------------------------------------------TexturingEditing
- View the textures used in a map file, along with their frequency of usage
- Export individual or all of the textures used in a map file to .tga
- Convert exported .tga files into material .vtf files
- Auto generate generic .vmt files for both regular and transparent textures
- Globally prepend (insert before) a folder name in front of all the texture names used in a map file
- Globally replace a texture name from a user supplied list or file
Analysis
- Let you view and analyze all entities and their key values in your map file
- Replace all usages of obsolete texture names (like AAATRIGGER) with their Source equivalents
- Convert obsolete entities (like func_wall) into their new Source equivalents
- Auto "explode" func_water into world brushes and texture it with tools/toolsnodraw
- Delete individual entities or all of a particular type
- Generate a sequence event summary that shows which entities trigger other entities, the order of firing, and the time to fire.