q3map2 decompile loses light entities in new maps

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

q3map2 decompile loses light entities in new maps

Post by Pat Howard »

I'm dealing with a strange bug and I was wondering if someone else could reproduce it.

When I decompile a .bsp, the light entities seem to be missing in some maps but not others. I think it may have something to do with the version of q3map2 the .bsp was compiled with because the light entities are not missing in maps from 2000 or earlier.

Try decompiling a map that was made in the year 2000, and then a recent map, and let me know what happens.

Here is the batch file I am using:

Code: Select all

set MAP_PATH="C:\Program Files (x86)\Quake III Arena Developer\FILENAME.bsp"
cd "C:\Program Files (x86)\Quake III Arena Developer\q3map2"

q3map2 -game -q3 -convert -format map %MAP_PATH%

pause
thanks,
pat
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Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: q3map2 decompile loses light entities in new maps

Post by Theftbot »

Light ents are not needed after compile-some choose to save light ents(worldspawn switch)-hence what your seeing.
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: q3map2 decompile loses light entities in new maps

Post by Pat Howard »

gotcha, thanks.
KittenIgnition
Posts: 252
Joined: Sun Nov 06, 2011 11:11 pm

Re: q3map2 decompile loses light entities in new maps

Post by KittenIgnition »

The key is _keeplights, BTW.
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