Anyway to take a .bsp and make it a .map file again? - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Editing and Concept Art (https://forums.xonotic.org/forumdisplay.php?fid=11) +--- Thread: Anyway to take a .bsp and make it a .map file again? (/showthread.php?tid=1137) |
Anyway to take a .bsp and make it a .map file again? - MintOX - 10-24-2010 I have some old quake 2 maps i made but I no longer have the .map files. I would like to know if I can convert these old .bsp's to a .map file. Cheers! RE: Anyway to take a .bsp and make it a .map file again? - divVerent - 10-24-2010 look for a BSP decompiler RE: Anyway to take a .bsp and make it a .map file again? - Sepelio - 10-25-2010 Yup. You can decompile them. I think I used this before when I was playing about with Q2 maps: http://planetquake.gamespy.com/View.php?view=Quake3.Detail&id=21 You will probably need to get GTK Radiant to open them, I couldn't seem to do it in NetRadiant if I remember correctly... RE: Anyway to take a .bsp and make it a .map file again? - Debugger - 10-25-2010 Ah Radished once showed me something to compile quake .bsp's to .map's for nexuiz: http://en.wikibooks.org/wiki/Q3Map2#Decompiling_into_a_.map That should help. If you compile the .map file after it, unfortunately the light sources will be deleted RE: Anyway to take a .bsp and make it a .map file again? - Strahlemann - 10-25-2010 (10-25-2010, 03:16 AM)Debugger Wrote: That should help. If you compile the .map file after it, unfortunately the light sources will be deleted This is not true anymore. You can use the "sv_saveentfile" command of the darkplaces engine to export all available entities into a seperate file. See http://www.alienTRAP.org/forum/viewtopic.php?p=26995#p26995 for more info. But i doubt that this will work for your maps as they're q2 bsp's and iirc darkplaces supports only q3 and q1-bsp's out of the box. So the best way would be to search for a q2bsp to map converter like div suggested. Just to mention: Also the texture-coordinates problem when converting a q3bsp to a map file has been fixed by divVerent. The q3map2 compiler bundled with NetRadiant should support this. I don't know if you need an additional switch to force that or if it works by default. Correct me if i'm wrong. RE: Anyway to take a .bsp and make it a .map file again? - FruitieX - 10-25-2010 (10-25-2010, 05:53 AM)Strahlemann Wrote: But i doubt that this will work for your maps as they're q2 bsp's and iirc darkplaces supports only q3 and q1-bsp's out of the box. So the best way would be to search for a q2bsp to map converter like div suggested. Light entities are normally not compiled into the bsp, only if keepLights was used... Otherwise there's no way to retrieve the light ents. RE: Anyway to take a .bsp and make it a .map file again? - MintOX - 10-28-2010 Thanks for all your responses. Much appreciated. Cheers! |