Q1 .map to Q3 .map?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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vikernes
Posts: 3
Joined: Sat Feb 16, 2008 2:25 am

Q1 .map to Q3 .map?

Post by vikernes »

I downloaded the original Quake 1 maps and I can open them fine with GtkRadiant but I want them to compile them for Q3. Is there a way to do this? I mean, somehow converting the .map file to a Q3 .map file and then compile it.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Q1 .map to Q3 .map?

Post by obsidian »

AFAIK, you have to remove all the entities and clear any worldspawn keys, then add the Q3 entities back in and then compile.
vikernes
Posts: 3
Joined: Sat Feb 16, 2008 2:25 am

Re: Q1 .map to Q3 .map?

Post by vikernes »

Hm. I deleted all the entities and from looking at the .map file from notepad it looks OK. Though when I set Radiant to game Q3 it still won't open it (shows up blank). I uploaded the file if anyone can take a look at what might be wrong, because I don't know.

http://w14.easy-share.com/1699591859.html

edit: Although if you look at the .map in text form you can see there is a worldspawn entity, but if I open the map in Radiant (set to game Q3) it says there are no entities and no brushes. If I set Radiant to game Q1, everything works properly.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Q1 .map to Q3 .map?

Post by obsidian »

Log from GtkRadiant 1.5.0:
Open file D:/Desktop/dm4-test.map for read...success
Texture load failed: "textures/"
Texture load failed: "textures/COP1_2"
17:2: parse error at '(': expected '#integer'
brush 1: parse error
entity 0: parse error
map load timer: 0.01 second(s) elapsed
--- LoadMapFile ---
D:/Desktop/dm4-test.map
0 primitive
0 entities
So I guess GtkRadiant is rather picky about the file. However, I did manage to open it in GtkRadiant 1.4.0 and all I had to do was resave the file, then GtkR 1.5.0 read it as well. Comparing the two files, it seems as if the resaved version has 3 additional texture(?) values at the end of each line that the original didn't (see brush 1).

[lvlshot]http://members.lycos.co.uk/quakeroats/q1-q3_mapcomparison/beyondcompare.png[/lvlshot]

The files are here.
speaker
Posts: 167
Joined: Sun Jan 13, 2008 8:34 pm

Re: Q1 .map to Q3 .map?

Post by speaker »

Hi,

I have written a utility program called 'map2q3' which does exactly what you want. It can convert Quake and Quake 2 maps to Q3A format. It will retain (or replace with functionally equivalent ones) most entities. It is also possible to rescale the map geometry by an arbitrary factor (this is necessary because Quake maps when converted 1:1 are a bit too small for Q3). Light intensity values can also be scaled during conversion. Textures are unfortunately lost, they are replaced by neutral looking Q3 textures.

The program can be found at my WEB page:

http://menczel.extra.hu (go to the download section).

This is a link to the 'readme' describing what the program does:

http://menczel.extra.hu/map2q3.html

Good luck! If you have any problem using 'map2q3' please, let me know, maybe I can help you.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Q1 .map to Q3 .map?

Post by obsidian »

Nice, did you program that utility yourself? I'm going to add the link to the tools sticky thread.
speaker
Posts: 167
Joined: Sun Jan 13, 2008 8:34 pm

Re: Q1 .map to Q3 .map?

Post by speaker »

@Obsidian:

Yes, I wrote it myself. I am a biologist but nowadays I mostly do computer programming including some game programming when I have the spare time (and when I don't :sly: ).
vikernes
Posts: 3
Joined: Sat Feb 16, 2008 2:25 am

Re: Q1 .map to Q3 .map?

Post by vikernes »

Hi.

Thanks very much to both of you. At first I used obsidian's map and it worked great and then I returned and saw your program. It works great and I love that it also keeps the entities.

Again, thanks to both.
Infernis
Posts: 616
Joined: Thu Feb 17, 2005 12:00 pm

Re: Q1 .map to Q3 .map?

Post by Infernis »

Big thumbs up to Speaker. This is a wonderfull program. You've got an converted Quake map within minutes. Plus you don't have the do anything! Lighting works, scaling works, entities work. Awesome!
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
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