Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

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How to port maps from SSHD (and SS3) to Fusion
By Solais
This guide explains how to port your old SSHD (and SS3) maps to Fusion in a few easy steps. At least the basics. The rest of the groundwork and bugfixing is your responsibility.
   
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Step 1: Loading your map
Well, well, Serious Sam Fusion 2017 sounds great right? All relevant Serious Sam games in one, all along with the most advanced editor of the engine yet. However, you made quite a few maps for the older games yourself, and I'm sure you wondered "Can I port my maps to Fusion?" Yes, you can!



However, the process is not that easy. You have to go through the same ordeal as the developers did. And your first ordeal, I'm sure you experienced is that you can't just load your map. You probably got this error:




Fortunately for you, there's a magic command to get around this! (Okay, technically it's not magic, it's technology, but you might never know!)

Enter the following into the Editor's Console, and press enter:




MAKE SURE YOU DO THIS EVERY TIME BEFORE LOADING AN OLD LEVEL!

Load the level, and voila!



If everything went right, your level loads up. Also spews out a million error messages to the console.

NOW, SAVE YOUR LEVEL! With this, you have converted your level into the Fusion engine! But, it's not over yet!
Step 2: Help, all the items are blue boxes!
(NOTE: This step can be skipped in SS3. I think.)

So, you can finally open your level. But what's this??



All the items are blue boxes!

This is because originally Serious Sam HD used items the same way the classic Serious Sam 1 did: Every item was its own separate entity. In Serious Sam 3, this system was replaced by the "GenericItem" entity, that can hold any sort of item.

Fortunately, Croteam invented a magical (Alen will kill me if I describe all this science as magic) command for this as well!

Just enter this:




The ("SeriousSamHD") part is especially important!

If everything went right...



Ta-da! All items work again! Now unto the next step!
Step 3: WTF, the sky is black, everything is disappearing, the lighting is all wrong, armageddon!
So, with your map mostly working (that's a laugh, the hard part is yet to come), you might notice a few other errors.

Like the sky is black. Or everything is disappearing weirdly. Or wrong lighting. Or all of those at once. You PC might also be on fire, but can't help with that.

If you click to Sector view on a level you know you added Visibility sectors on, and you see this:



Then you are somewhat in luck! If you see something more, like completely screwed up sectors... well you are still in luck, because the solution is the same.

First of all, find your Visibility Mesh model. Open it in the mesh editor by pressing E, then exit it. Save both the mesh and the model. With this, you ported it to the Fusion engine.

Now, you need to bake the visibility. Press B.




It is the best if you bake the Navigation as well, because Fusion's engine now auto-generates the navigation mesh that makes enemies not stuck on everything, but actually get smarter and avoid them!

Press OK, and you are good to go with visibility (and navigation; it might take a while to bake that)!

--

After this done, time to do the main thing: You have to re-bake the Global Illumination of your level.
Press Alt+G (or press "Export Solution" on the Bake panel).



Press OK after reviewing the window and if all settings are ok. You might notice that the baking process is somewhat more smoother than in the old editors, and after finished, that you actually succeeded without getting an "Out of Memory" error at least 3 times during it! Aw yeah, 64-bit editor!

Once you're done, save your level again.



You might notice that instead of saving the Lightmap into the WLD file, like in SSHD, the editor will now create a separate "Lightmaps" folder. It also creates a "DistantLights", "Navigation" and "Probes" folders as well. When packing your map, all these folders have to be included, don't forget this!

THAT'S IT! (I came up with a new recipe!)

With this, your map is ready for Serious Sam Fusion 2017!

However, your ordeal just started. You can see all those errors in the console, right? Your map might work without fixing those, but it is HIGHLY RECOMMENDED that you fix all of those for your map to run stable, in Singleplayer and in Multiplayer as well!

Please look at the next Extra Step for some optimization tips!
Step Extra: Optimization Advice
SAVE ALL YOUR LOCAL FILES!

If you were a SSHD mapper/modder, you might encounter a list of errors like this:




In SSHD itself as well, local models, meshes and other resource files were commonplace; even Croteam used them! Not so for Fusion.

PLEASE SAVE EVERY MODEL, MESH AND OTHER RESOURCE FILES! LOCAL FILES DON'T WORK PROPERLY IN MULTIPLAYER!
They also speed up your level quite a bit!

---

Use SimpleModels instead of StaticModels for scenery!

Any model that doesn't need to be moved, or doesn't have destruction should always use the SimpleModel entity! They are basically the same as the StaticModel entity, but hold way less features. This makes them lightweight and cause less slowdown. SimpleModels were implemented for Serious Sam 3, so likely all your SSHD maps use StaticModels.

There's a command for this as well! Just enter the following:




This will select all the "candidates" for SimpleModel conversion.

Then go to the Entity List tab, and find the Geometry folder. Open it, and select/highlight the "SimpleModel" entity. Then, click the little icon above that says "Convert selected entities".



With this done, most of your StaticModels will be converted to SimpleModels and your map should get a speed boost!

---

Unfortunately, this is all I can help. You will likely have to fix a lot of other errors on the map. But if you are somewhat of an experienced modder, I'm sure you'll have no problem figuring it out! Good luck!
33 Comments
SiberianIceBomb 6 Jun @ 7:13am 
Welp, i don't know, it doesn't work, i'm stuck in Step 1 and it still shows same error
SiberianIceBomb 6 Jun @ 6:48am 
I'm kinda planning to upload HD Next Encounter maps but into Fusion, without any stuff of NE like mod, but only maps with vanilla enemies and weaponry
BFishY ><> 15 Jul, 2021 @ 3:56pm 
PLAYER how did you sort out the:

isn't signed with sufficient credentials (EDITOR)
Stream is signed with insufficient credentials.

Error?

I found my old Serious Sam Levels and wants to open them in the editor to recompile and play them to see what the hell I made. But the editor won't open the files and none of the games will see them (TSE, TSE HD, nor Fusion). Thanks!
Tayzor Azul 5 Jun, 2020 @ 3:44pm 
Speaking of poring maps. When you will port your amazing HD Extended to Fusion Solais ?
Evil_Ultralisco 24 May, 2020 @ 4:54pm 
A perhaps a little naive question. Is there a way to convert Serious Sam Classic First Encounter maps to Serious Sam Fusion?
Billy 7 Jul, 2019 @ 5:47am 
Hey, could you please port Mental Institution from a SS3 mod? I tried doing it myself but there are no models named Visibility and I don't know how to check them all.
Solais  [author] 2 Sep, 2018 @ 9:52am 
Black sky and such is caused by bugged/not-baked visibility. I recommend getting help from other modders and such in some of the larger Serious Sam communities for more help.
Fax_the_Sender 2 Sep, 2018 @ 2:59am 
@solais, i can upload a repack of the mod somewhere if you wanna have a look?

only issues i have not managed to resolve;

black sky / incorrect lighting on some maps, re-bake kept making certain mesh / models vanish, looked like a draw distance thing as getting close made them appear but from a distance they are invisible, so i didn't bother doing the bake and just play them as-is (levels are playable, just no shadows, static lighting)

dumdum death animation doesn't play and doesn't run along ground but floats

china levels everything is white (unplayable)

let me know if you want to have a bash, shame the author never finished the project, would've been a great mod / total conversion.

(you probably already have the mod as it was shared on the seriouszone site sometime ago)
btw what happened that site? it's been down for a while.
Fax_the_Sender 2 Sep, 2018 @ 2:08am 
in case anyone else is interested, the 4th level of the roman episode can be fixed by removing sams vehicle (game crashes on level load with vehicle on map)

@solais

do you know why everything would be white on a map? i have made all maps playable (roman and the atlantis level) but the china levels are all white, they look fine in the editor but when you switch to simulation, everything is white, except sky which is black. i've tried re-baking but that didn't fix it. not sure what else to try?
Fax_the_Sender 1 Sep, 2018 @ 1:11pm 
this guide has been most helpful, as me being a total noob to the editor didn't help :P

i managed to port the leaked ss ne hd beta mod to fusion, can now play it in split screen!! it's not perfect as the mod is a beta, some glitches with a few enemies and some missing lighting here and there, but it's very playable.