Tremulous Forum

Media => Mapping Center => Topic started by: Caveman on April 05, 2007, 09:37:12 am

Title: Decompiling
Post by: Caveman on April 05, 2007, 09:37:12 am
For all of you that have lost their map-file or are trying to fix some bugs on maps that are not being maintained I uploaded a small prog I found ages ago.

I have no clue if it will do as advertised or if it will actually work with maps from trem :)

http://www.custersoft.de/trem/q3map_2.5.16_win32_x86.zip

Quote
Some of your textures may need to be fit again but bloody hell that's a small price to pay.So the command(if you put q3map2 in your c drive) is as follows C:\q3map2\q3map2.exe -convert -format map -v -fs_basepath C:\Program Files\Quake III Arena\quake3 C:/q3map2\yourmapname.bsp
Title: Decompiling
Post by: Survivor on April 05, 2007, 09:51:40 am
Summary of my estimations.

Yes it will decompile trem maps.
Keepers:
Structures and other entities

Losers:
texture settings (they will load default size/location)
detail brushes => structural brushes

Not sure:
trail file/entities? (pretty trem specific)
unknown errors?

Change issues (even within the gpl/cc license)
I suggest only mappers who know what needs fixing and how to do it attempt it lest we get dozens of transits etc lying around.
Title: Decompiling
Post by: whitebear on April 05, 2007, 12:30:25 pm
Far as i know it keeps much about everything. Well atleast enough to inspect how things were done in default maps ^^
Title: Decompiling
Post by: gareth on April 05, 2007, 01:13:56 pm
wow, q3map2! i had no idea where to find that >.>
Title: Decompiling
Post by: Caveman on April 05, 2007, 04:39:59 pm
You could have asked... ooops, sorry. You are on ignore because you can't be bothered to check the licences of stuff you are using...
Title: Decompiling
Post by: p0m on April 05, 2007, 10:55:51 pm
Quote from: "Caveman"
You could have asked... ooops, sorry. You are on ignore because you can't be bothered to check the licences of stuff you are using...


You forgot his sarcasm.
Title: Decompiling
Post by: Warrior on April 05, 2007, 11:22:57 pm
Latest q3map2 versions can always be found in the GtkRadiant package. And they hit version 2.5.17 in latest release, so that 2.5.16 from 2004 is old, very old.

Other mirrors for the same file:
http://members.lycos.co.uk/quakeroats/q3map2/q3map_2.5.16_win32_x86.zip
http://q3map2.everyonelookbusy.net/q3map2_win32/q3map_2.5.16_win32_x86.zip

I think the official q3map2 mirror is offline: http://www.shaderlab.com/q3map2/2.5/q3map_2.5.16_win32_x86.zip

That version works for Trem, but don't have the native support that was added lately in the Gtk repository versions (about: http://tremulous.net/phpBB2/viewtopic.php?t=2774 , http://tremulous.net/phpBB2/viewtopic.php?t=3298 and http://tremulous.net/phpBB2/viewtopic.php?t=3804).

GtkRadiant compiled versions repository: http://zerowing.idsoftware.com/files/radiant/nightly/1.5/
GtkRadiant SVN repository: https://zerowing.idsoftware.com/svn/radiant/GtkRadiant/trunk/
Title: Decompiling
Post by: Caveman on April 05, 2007, 11:37:31 pm
I have no clue if the "normal" version does the recompiling... if it does, then why do some ask where they can get the *.map if it is not included?

To my limited knowledge the file I offered was modified to do a decompile...
Title: Decompiling
Post by: Warrior on April 05, 2007, 11:47:41 pm
Decompiling a map usually lost some aspects: detail brushes, lights and texture alignment for example (it lost more things I believe)...

And the q3map2 versions that came with Gtk can decompile too.

Code: [Select]
"C:\Program Files\GtkRadiant 1.5.0\q3map2" -convert -v -game tremulous -fs_basepath "C:\Program Files\Tremulous" -fs_game base -format map "C:\Program Files\Tremulous\base\maps\YourMapName.bsp"
Title: Decompiling
Post by: LinuxManMikeC on April 06, 2007, 06:03:52 am
Decompile has been in the standard q3map2 since August 2003.
Quote
2.5.6 (2003-08-15)

- New: can convert BSP files to MAP files via -convert -format map. Note: not
  perfect by any means, as certain pieces of data are irretrievably lost, such
  as func_group entities (including terrain specifics), brush face texturing
  info, and light/misc_model entities with Q3Map2-generated BSPs

And here's the manual for q3map2 if you are uncertain about any other capabilities of the program http://en.wikibooks.org/wiki/Q3Map2

Edit:
And reading the changelog is a good way to keep track of new features and bug fixes, as well as find some technical details https://zerowing.idsoftware.com/svn/radiant/GtkRadiant/trunk/tools/quake3/q3map2/changelog.q3map2.txt