引用:
I do remember that it is hard to convert css maps to cs1.6, the textures would be low res, and you would have to go through a series of edge and vertex fixing. The faces would be flipped as well. If I recall, you have to use source sdk for css and Hammer for 1.6. In source sdk, there will be a tool called Hammer (NOT FOR 1.6, but for source). You use Source Hammer to open the css map and then you export it to a readable format that can be opened by 1.6 Hammer
Then you gotta fix those errors and add your own spawn points and weapons and objective points. That's all I can say for now, probably a brief overview of what you have to do. Hope this helps!
BY XlzQwerty1© @DigitalZone
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At the very first you have to convert the BSP back to a readable format that is supported by both the new and the old Hammer editor. There are several map decompilers around the net, but all of them don't work flawless, you'll face some missing stuff etc.
Then, of course, you have to create an own WAD for the textures - of which you'll likely have to reassign a lot to the surfaces in the map - and you have to think about what you are doing with the used models, you can't simply transfer them to CS 1.6. Best would be to use Hammer to create some less detailed static objects to replace them. And then there are the entities, if that map contains any special events or effects you either have to completely redo them yourself in a CS 1.6 compatible way or you can't do it at all.
By Letalis Sonus@DigitalZone