Author Topic: Porting Maps from UT2004 to Quake 3?  (Read 7077 times)

Asmoien

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Porting Maps from UT2004 to Quake 3?
« on: January 15, 2010, 06:09:03 pm »
How would you port a map from UT2004, to Quake 3, or Tremulous in this case? Supposedly this is easier than creating a map?

Just curious...
« Last Edit: January 15, 2010, 06:11:22 pm by Asmoien »

Kiwi

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Re: Porting Maps from UT2004 to Quake 3?
« Reply #1 on: January 15, 2010, 08:39:28 pm »
I'm not sure how you could port them between Quake 3 and Tremulous, but I don't think you should, mostly because the balance would be all messed up.  Sorry I couldn't be of much help, but I'm sure someone will come along who can help  :D

Warm Regards,
Kiwi

CATAHA

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Re: Porting Maps from UT2004 to Quake 3?
« Reply #2 on: January 15, 2010, 11:18:33 pm »
Even porting from q3 and its mods demand some work. In your case much more work. Proportions, shaders, texture aligment, etc. And, btw, i dont think UT2004 license allow you map porting (i dont sure, but i think so. u can check it). =]
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

Asmoien

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Re: Porting Maps from UT2004 to Quake 3?
« Reply #3 on: January 16, 2010, 03:38:07 am »
@Kiwi: Balance would be messed up, true, we already see this in one map... it's called Bed something.

@CATAHA: Like I said to Kiwi, there's a map that was ported. I've played this map in invasion on UT2004, and I remember it very well. However someone ported it to Tremulous. There's a map, Mines of Moria and it was a near-like replica of the actual thing. I'm curious, how one gets it from one game to another. It would be quite interesting. "Bed" something, is a map that has this screwed up balance, yet people still play.

Kiwi

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Re: Porting Maps from UT2004 to Quake 3?
« Reply #4 on: January 16, 2010, 04:31:52 am »
There are a lot more than one "bed" map that has balance problems  :P
I'd HIGHLY RECOMMEND that you make your own map, and make a good one.  There's no need to port someone else's old maps made for another game.  And as CATAHA points out it would be just as much work, you just have to come up with your own idea  :D

Best Regards,
Kiwi

nubcake

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Re: Porting Maps from UT2004 to Quake 3?
« Reply #5 on: January 16, 2010, 05:24:57 am »
@Kiwi: Balance would be messed up, true, we already see this in one map... it's called Bed something.

@CATAHA: Like I said to Kiwi, there's a map that was ported. I've played this map in invasion on UT2004, and I remember it very well. However someone ported it to Tremulous. There's a map, Mines of Moria and it was a near-like replica of the actual thing. I'm curious, how one gets it from one game to another. It would be quite interesting. "Bed" something, is a map that has this screwed up balance, yet people still play.

Are you talking about bedtime?? If so, I made this map with GTK with no prior knowledge of there being any other similar map on any other game except Army men, which it was a tribute to. If not, disregard this post.

your face

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Re: Porting Maps from UT2004 to Quake 3?
« Reply #6 on: January 16, 2010, 05:45:39 am »
...I made this map with GTK ...

sry but PET PEEVE
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nubcake

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Re: Porting Maps from UT2004 to Quake 3?
« Reply #7 on: January 16, 2010, 07:23:09 am »

mooseberry

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Re: Porting Maps from UT2004 to Quake 3?
« Reply #8 on: January 16, 2010, 08:09:00 am »
...I made this map with GTK ...

sry but PET PEEVE

Why?

Because GTK is not a program. Radiant is the program name.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

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nubcake

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Re: Porting Maps from UT2004 to Quake 3?
« Reply #9 on: January 16, 2010, 08:41:04 am »
Because GTK is not a program. Radiant is the program name.

Ah I see.

Minimum

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Re: Porting Maps from UT2004 to Quake 3?
« Reply #10 on: January 16, 2010, 11:27:51 am »
Because GTK is not a program. Radiant is the program name.

Ah I see.

Nubcake lives up to his name.
But serious time.

[Insert srsly dog]

Whats GTK stand for. What are we meant to call GTK as there are roughly 4 different [name]radiant apps?

CATAHA

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Re: Porting Maps from UT2004 to Quake 3?
« Reply #11 on: January 16, 2010, 11:44:23 am »
@CATAHA: Like I said to Kiwi, there's a map that was ported. I've played this map in invasion on UT2004, and I remember it very well. However someone ported it to Tremulous. There's a map, Mines of Moria and it was a near-like replica of the actual thing. I'm curious, how one gets it from one game to another. It would be quite interesting. "Bed" something, is a map that has this screwed up balance, yet people still play.
If some1 make error, its not reason for you repeat that error. It like 'i stole this bag caus i think it was stolen before!' =)
Porting maps (except some very special cases) wont give you any satisfaction or honor and almost same hard work as make new one map. But seems you strongly decided to do it. Ok, go for it and enjoy. But i still dont think its great idea. =D

PS: You asking how? Ok. 1. Decompile source map. 2. Conver it in .map format (if necessary) 3. Remake all shaders (and textures if need) for Q3. 4. Carefully check whole map, re-align textures, fix bugs if you find them. 5. Make some changes in map (slick in some areas for control alient movements, playerclip brushesh, nobuild brushes) 6. (optionally) Optimize map 7. Place tremulous specific entities and start bases. 8. Compile few times with different paramf for best looking result. 9. Make PK3. 10. Say to everyone 'i ported map, lets check it'! 11. Be ready that no one going play ported map more than 1-2 times, just forgot about it.
« Last Edit: January 16, 2010, 11:52:37 am by CATAHA »
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

UniqPhoeniX

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Re: Porting Maps from UT2004 to Quake 3?
« Reply #12 on: January 16, 2010, 02:40:41 pm »
Whats GTK stand for. What are we meant to call GTK as there are roughly 4 different [name]radiant apps?
GTK Radiant. GTK is a toolkit for creating graphical user interfaces.