BananaXX wrote:If there was a way I could open DoD or Operations 1942 maps and copy them verbatim I could probably do that.
(anthony sent me here)
dod or ops1942 maps are basic .bsp maps with custom entities for those games. yet, the walls are universal within the engine. my point is, you can dismount those maps using bsp2map tool, fix all the bugs, texture everything according to original map, erase all entities, then put the entities you want (for hl1 for example). For this you use VHE3.4.
There is another way, which is totally different, using quark (quake army knife), which edits the map as a text file (you just replace the entities), but it's a process i don't know myself. Dreammatix over at dcfan.net.ru is the one to ask about this.
About the dreamcast campaign modes: there are two main folders - barney for blue shift and valve for hl1. Valve folder contains the main campaign and the tutorials (which you can turn into a campaign, but models etc obey the hl1 camp.). Blue shift is an independent campaign (you can have two different models for the same zombie in those two games for example).
The maps should start at "t0a0.bsp" for the training campaign; "c0a0.bsp" for hl1 and blue shift. From there on you can do pretty much whatever you want (including linking campaigns from tutorial and hl1).
There are plenty of usefull information about the gldsource engine and how the campaigns work on dcfan.net.ru, and about VHE3.4 (valve hammer editor for hl1 engine) i have a series of tutorials.
Anything else, feel free to ask me;
best regards, divagante