Author Topic: Quake 3 .Map to Tremulous .Map  (Read 4377 times)

Minimum

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Quake 3 .Map to Tremulous .Map
« on: August 29, 2009, 06:18:45 am »
I can't get any of the radiants to work, so I decided to make my map in a 3D modeler and then pass it on to someone who is skilled with mapping. Mainly because I've done this thing a million times before, for my personal projects and others. (Screenshots of my map are Here and Here).

I imported the map into blender, and then exported it as a .map. However,
Quote from: LowHP
Sorry, lol, I didn't be specific. The plugin you used converts it to q3 .map, not a trem .map (which is pretty much identical but radiant is still a bitch), but nothing you can do about that. As I said, I'll get back to you as to whether it works or not. =]

And he couldn't get it working. I would have no clue how to fix it because I haven't ever used any of the 'Radiants' in my life.
I tried googling, but all I could find me is things converting Doom maps to quake maps, ect.

I <3 anyone who can fix this problem.

Ingar

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Re: Quake 3 .Map to Tremulous .Map
« Reply #1 on: August 29, 2009, 11:04:26 am »
I've never made a map out of a model but my feeling is that, due to technical reasons,
a blender to .map export is going to get you into a lot of trouble.

The easiest way is probably to convert your map to .ase, and import it into
the radiant as a misc_model. The only thing i'm not sure of is how visibility will be handled. It might want to import your entire as structural brushes which will probably kill you performance.

This is what my battleplan would look like:

- Get a working radiant (e.g. my netradiant package)
- Start a new map and add a misc_model entity.
  Set the model key so it points to your map .ase model
- Set the modelscale key if necessary
- The model will be non-solid by default, you will probably have to set spawnflags to 6:
  2 to make it solid, 4 to have it lighted, you will want to set _cs and _rs too
- I suspect you will have to make a large brush-box around your map model,
  texture the box with caulk
- add info_player_intermission, info_alien_intermission and info_human_intermission entities.
- add an egg and a telenode
- compile your map

If it works, use the prtviewer in radiant to check visibility, or check it ingame with r_showtris
and r_speeds. Keep in mind that whatever program you use to make your map, be it radiant, blender or
something else, you always have to learn about the inner workings of a map.
There's more to a map than placing walls and boxes.

I also said I've never made a map like that, so this post is not the holy book, but I hope it gets you going.
« Last Edit: August 29, 2009, 09:17:55 pm by Ingar »

mathchamp

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Re: Quake 3 .Map to Tremulous .Map
« Reply #2 on: September 04, 2009, 04:35:26 pm »
Here is a possibility (any hotkeys are for windows - other operating systems might have different hotkeys):
  • Get permission from the original map maker (unless you are the original map maker). Try to get the .map, too.
  • Copy the .pk3 of the Quake 3 map into the base folder of the Tremulous directory. (or you will have no textures)
  • Change it to a .zip and then extract it. Find the shader files and edit any shaders that are not compatible with Trem (if there are any). I don't think there are any incompatible shaders, though.
  • Open Radiant and set it up for Quake 3.
  • Open your Quake 3 map (the original, not the copied one). If there isn't a .map, you will have to decompile it and fix the textures and stuff. However, you should have access to the original .map if you got the maker's permission.
  • Hide things that do not have an equivalent in Tremulous. For example, powerups. Shooters would have to be replaced with creative use of particle effects and trigger_hurt.
  • Select everything that you did not hide and press ctrl+c to copy it to the clipboard. Also check for any keys in Worldspawn.
  • Close Radiant. Do not save. Then open Radiant again and configure it for Tremulous.
  • Press ctrl+v to paste. All the brushwork and everything should be pasted into your empty .map.
  • Reconfigure the Worldspawn entity to have the same keys as in the old Quake 3 map.
  • Check your entities to make sure that they are okay.
  • Make sure your intermissions are okay, too. Add human and alien intermissions if you want.
  • Add the human and alien bases.
  • Add whatever you want to add.
  • Save as a .map somewhere to be safe.
  • Compile the map.
  • Stick the .bsp in the extracted pk3, replacing the old .bsp
  • Zip it up and make it a .pk3.
  • Test to see if it works.

Note that this isn't guaranteed to work because I don't have any other games to try to convert a map to a Tremulous map, so this is untested. Since I've never worked with arena files, I am not sure if that has to be replaced too.

This will work better than the model map approach since you have actual brushes. However, again, this is an untested method.
:overmind:

Odin

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Re: Quake 3 .Map to Tremulous .Map
« Reply #3 on: September 12, 2009, 11:38:48 pm »
I've never made a map out of a model but my feeling is that, due to technical reasons,
a blender to .map export is going to get you into a lot of trouble.

The easiest way is probably to convert your map to .ase, and import it into
the radiant as a misc_model. The only thing i'm not sure of is how visibility will be handled. It might want to import your entire as structural brushes which will probably kill you performance.

This is what my battleplan would look like:

- Get a working radiant (e.g. my netradiant package)
- Start a new map and add a misc_model entity.
  Set the model key so it points to your map .ase model
- Set the modelscale key if necessary
- The model will be non-solid by default, you will probably have to set spawnflags to 6:
  2 to make it solid, 4 to have it lighted, you will want to set _cs and _rs too
- I suspect you will have to make a large brush-box around your map model,
  texture the box with caulk
- add info_player_intermission, info_alien_intermission and info_human_intermission entities.
- add an egg and a telenode
- compile your map

If it works, use the prtviewer in radiant to check visibility, or check it ingame with r_showtris
and r_speeds. Keep in mind that whatever program you use to make your map, be it radiant, blender or
something else, you always have to learn about the inner workings of a map.
There's more to a map than placing walls and boxes.

I also said I've never made a map like that, so this post is not the holy book, but I hope it gets you going.
You have to create a caulk hull outside of the model for the map. Then you can hint as normal. The model needs to be meta-surfed with spawnflags 8(use netradiant to do this). Instead of just making a caulk box it is best to manually create the caulk brushes around the model so you can block vis properly.

Repatition

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Re: Quake 3 .Map to Tremulous .Map
« Reply #4 on: September 13, 2009, 05:14:30 am »
milkshape can import .blend and then export .map works great!!

Minimum

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Re: Quake 3 .Map to Tremulous .Map
« Reply #5 on: September 21, 2009, 10:36:37 am »
Sorry I took so long to reply. I'll have a go at these things when I have time, Its just I'm a bit of a noob at Radiant.

(The reason I made the map this way is because I have made multiple similar maps for other games in the same way).