Quake Live Steam aas
Re: Quake Live Steam aas
Thanks for the info. I'll just forget about it.
@SpaKK (next post in list): Thanks for your efforts. Maybe submit a pull request with your changes to TTimo on GitHub (if you're sure that just raising the limits has no side effects). Having even more different versions floating around will only increase confusion I guess...
@SpaKK (next post in list): Thanks for your efforts. Maybe submit a pull request with your changes to TTimo on GitHub (if you're sure that just raising the limits has no side effects). Having even more different versions floating around will only increase confusion I guess...
Last edited by dichtfux on Sat Dec 12, 2015 6:27 pm, edited 4 times in total.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Re: Quake Live Steam aas
Updated bspc.exe
Following on from a previous post in this thread it occurred to me to increase the limits in the source code of bspc.
The source of bspc is here: https://github.com/TTimo/bspc
The source of q3map2 is here: https://github.com/TTimo/GtkRadiant/tre ... ke3/q3map2
Quake Live support was added 3 years ago.
I believe that q3map2.exe and bspc.exe have had QL support since the version bundled with GTKRadiant 1.6.3
The bspc files in 1.6.3 and 1.6.4 are different, although both report being version 2.1h
TTimo produced a version of bspc.exe (2.1i) that could handle more complex maps so that Sock could produce an aas for P.O.M., and that was widely used as the most up to date version, but it does not support Quake Live (version 47) bsp files.
Now that Quake Live is exclusively Steam it has dropped support for Q3 (version 46) bsp files.
When I tried to make maps playable against bots in Steam QL, I found that though the bspc could be converted to version 47 using the '-convert format quakelive' capability of q3map2, larger/more complex maps failed to generate aas files because bspc failed (sometimes crashing completely) when the number of visible brush sides reached 65536 (as posted previously).
Without knowledge of "C", I nevertheless kludged the source of bspc to up the map limits roughly to those in q3map2. The source contains a makefile, so all I had to do was install MinGW and compile the 'improved' version of bspc. To check it out I tried generating aas files for maps that failed with the old bspc. It was even possible to produce an aas for POM without fixaas, although it was too choppy in game. So far, I haven't found a map that won't generate an aas file. This is not to say that fixaas is redundant - all the advantages still apply.
Note that the functionality of bspc has not been changed - it's still effectively 2.1h, so I can't claim much credit except for a willingness to meddle. The source code of bspc on GitHub has definitely not been altered by me.
The 'new' version of bspc is boldly called 'version 2.1j [hack]'
Get it here
Altered source files here
The GitHub repository really needs updating by someone who knows what they're doing, and as pointed out above, an 'official' indication of what builds apply to the executables of GTKRadiant, q3map2 and bspc would be helpful. The open source nature of the software has resulted in a lack of clear specification.
Following on from a previous post in this thread it occurred to me to increase the limits in the source code of bspc.
The source of bspc is here: https://github.com/TTimo/bspc
The source of q3map2 is here: https://github.com/TTimo/GtkRadiant/tre ... ke3/q3map2
Quake Live support was added 3 years ago.
I believe that q3map2.exe and bspc.exe have had QL support since the version bundled with GTKRadiant 1.6.3
The bspc files in 1.6.3 and 1.6.4 are different, although both report being version 2.1h
TTimo produced a version of bspc.exe (2.1i) that could handle more complex maps so that Sock could produce an aas for P.O.M., and that was widely used as the most up to date version, but it does not support Quake Live (version 47) bsp files.
Now that Quake Live is exclusively Steam it has dropped support for Q3 (version 46) bsp files.
When I tried to make maps playable against bots in Steam QL, I found that though the bspc could be converted to version 47 using the '-convert format quakelive' capability of q3map2, larger/more complex maps failed to generate aas files because bspc failed (sometimes crashing completely) when the number of visible brush sides reached 65536 (as posted previously).
Without knowledge of "C", I nevertheless kludged the source of bspc to up the map limits roughly to those in q3map2. The source contains a makefile, so all I had to do was install MinGW and compile the 'improved' version of bspc. To check it out I tried generating aas files for maps that failed with the old bspc. It was even possible to produce an aas for POM without fixaas, although it was too choppy in game. So far, I haven't found a map that won't generate an aas file. This is not to say that fixaas is redundant - all the advantages still apply.
Note that the functionality of bspc has not been changed - it's still effectively 2.1h, so I can't claim much credit except for a willingness to meddle. The source code of bspc on GitHub has definitely not been altered by me.
The 'new' version of bspc is boldly called 'version 2.1j [hack]'
Get it here
Altered source files here
The GitHub repository really needs updating by someone who knows what they're doing, and as pointed out above, an 'official' indication of what builds apply to the executables of GTKRadiant, q3map2 and bspc would be helpful. The open source nature of the software has resulted in a lack of clear specification.
-
- Posts: 384
- Joined: Fri Mar 05, 2010 5:29 pm
Re: Quake Live Steam aas
Seems to work flawlessly, thank you!SpaKK wrote:...
Re: Quake Live Steam aas
I have writting script for easily convert pk3
This script unzip bsp compil bsp rename and inject in pk3 just one click.
https://steamcommunity.com/app/282440/d ... 132974884/
This script unzip bsp compil bsp rename and inject in pk3 just one click.
https://steamcommunity.com/app/282440/d ... 132974884/
Re: Quake Live Steam aas
That is very nice, but it didn't convert the .aas file.
Re: Quake Live Steam aas
I do not know aas compiler, but I was listening to proposals to change the script.
V1.1 out resize screenshoot and add preview in pk3.
Edit:
If this is the way to follow, so I can add it to the script. Thank you to tell me if this trick works.
Convertor 1.1: http://www39.zippyshare.com/v/zl9D6wvg/file.html
V1.1 out resize screenshoot and add preview in pk3.
Edit:
If this is the way to follow, so I can add it to the script. Thank you to tell me if this trick works.
Convertor 1.1: http://www39.zippyshare.com/v/zl9D6wvg/file.html
3) Run Q3map2 again, but with this line q3map2.exe -fixaas x.bsp
So I have a fixed x.aas for x.bsp but it's also corrupted in the process
4) Open x.aas with UltraEdit (any hex editor will do I guess), I change the first 00 00 00 00 to 45 41 41 53, save the file.
x.aas is now fixed, but it's still going to be out of date
Re: Quake Live Steam aas
For me it did not. Others have made it work, so in theory I guess it should work. Maybe try it manually yourself with your version of q3map2 before changing your script.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Re: Quake Live Steam aas
I'll do some tests on the way. If it works I would add. In the next version I would make a menu to choose the type of compilation, bsp, aas, preview or all.
Re: Quake Live Steam aas
Well the solution is found and works.
screenshoot test goldleaf AAS: http://img15.hostingpics.net/pics/39690 ... 900001.jpg
I'll take a few days to completely recode the script.
Here is contained:
- Convert v46 to v47
- Convert to .bsp .map on demand
- Create new .aas ( Yes i have a solution and i can insert on my script )
- Create preview "picture visible to callvote"
Of course it's more complicated code to view the numbers of lines type.
What you should know is that you have to click on one single .exe all be done automatically.
See you soon for this new version. X86 and X64 support.
If you have any suggestion, made before tomorrow night, I start the new code Monday.
Be patient .
screenshoot test goldleaf AAS: http://img15.hostingpics.net/pics/39690 ... 900001.jpg
I'll take a few days to completely recode the script.
Here is contained:
- Convert v46 to v47
- Convert to .bsp .map on demand
- Create new .aas ( Yes i have a solution and i can insert on my script )
- Create preview "picture visible to callvote"
Of course it's more complicated code to view the numbers of lines type.
What you should know is that you have to click on one single .exe all be done automatically.
See you soon for this new version. X86 and X64 support.
If you have any suggestion, made before tomorrow night, I start the new code Monday.
Be patient .
Re: Quake Live Steam aas
Quake 3 to Quake live Convertor V2 out
Download Here : http://www78.zippyshare.com/v/Er7EngE7/file.html
Quake 3 to Quake live Convertor V2 out
Feature:
Compile AAS
Convert V46 to V47
FIX AAS
Create Preview
Just One click use this .exe on empty folder
V2 out go download convert aas and preview ok.
Good game All
Download Here : http://www78.zippyshare.com/v/Er7EngE7/file.html
Quake 3 to Quake live Convertor V2 out
Feature:
Compile AAS
Convert V46 to V47
FIX AAS
Create Preview
Just One click use this .exe on empty folder
V2 out go download convert aas and preview ok.
Good game All
Re: Quake Live Steam aas
Please stop converting other peoples work !!! Really really!!!
Die Vitamine sind in der Dose gefangen!!!
Re: Quake Live Steam aas
Ooh thats soo nice, got the same problem right now... cant get aas to work even after fixaas & hexedit/rebspc... any ideas? Hipshot, may i send you my bsp and aas to take a look? This stuff is really making me sick
Last edited by AndyW on Sun Jan 17, 2016 12:22 am, edited 1 time in total.
Die Vitamine sind in der Dose gefangen!!!
Re: Quake Live Steam aas
Did you try that new stuff that was posted, the edited bspc?
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Re: Quake Live Steam aas
Yes, i tried that and Frankys tool too... I get this:
------------
BSPC version 2.1 j [hack], Dec 2 2015 01:17:27
optimize = true
reach: repentless.bsp to repentless.aas
ERROR: repentless.aas is not an AAS file
------------
------------
BSPC version 2.1 j [hack], Dec 2 2015 01:17:27
optimize = true
reach: repentless.bsp to repentless.aas
ERROR: repentless.aas is not an AAS file
------------
Die Vitamine sind in der Dose gefangen!!!
Re: Quake Live Steam aas
Okay i solved the problem for me (this time), but im still not sure what caused it... I have the new BSPC and i followed all steps Hipshot wrote including compile in radiants x64 folder&hex-edit. In the end i get it to work with an mix of the Tool Francky posted and Hipshots Tips.
Die Vitamine sind in der Dose gefangen!!!
Re: Quake Live Steam aas
GtkRadiant 1.6.5 beta has a new build of BSPC.exe. You might want to give it a whirl and see if it resolves your issues (might be a good idea to back up your map stuff first). Make sure you also install Visual C++ redistributables, (if you're on a 64-bit OS, you'll need to download/install both 32-and-64-bit files).
I haven't tested it myself yet.
I haven't tested it myself yet.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: Quake Live Steam aas
I managed to get my map converted using v2 of the tool posted by Francky. The map worked with bots, the script also did the hex editing properly.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Re: Quake Live Steam aas
Hi, Im new here. I stumbled over this thread because i tried converting maps from ST Elite Force to quake live. Most of it works perfectly fine but bots are a problem. I tried using the first version of your converter (with the 5 steps) and it worked ... partially. I had bots in the map but they werent moving. They were just standing still and shooting at me while they occasionally jumped once or twice.
So I tried the second version but it just doesn't do anything? When i used the file my explorer crashed and restarted. It may well be that this happens because the original game is not quake3 but EF (although its basically the same game).
Ill just post two other problems in this thread that i encountered, its a little off topic and I just want to see if some of you guys might know a solution:
ladders in ef are called ladder and not ladderclip ladders dont work
Clan Arena and TDM dont work on some of the converted maps but FFA and CTF work perfectly fine.
So I tried the second version but it just doesn't do anything? When i used the file my explorer crashed and restarted. It may well be that this happens because the original game is not quake3 but EF (although its basically the same game).
Ill just post two other problems in this thread that i encountered, its a little off topic and I just want to see if some of you guys might know a solution:
ladders in ef are called ladder and not ladderclip ladders dont work
Clan Arena and TDM dont work on some of the converted maps but FFA and CTF work perfectly fine.
Re: Quake Live Steam aas
Read this please:
viewtopic.php?f=10&t=51656
viewtopic.php?f=10&t=51656
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: Quake Live Steam aas
Yes I already did read that. But believe me: You guys might be active and proud of your work (which you should be!!) but there are people out there who created a few maps that skyrocketed in popularity after they already disappeared from the scene. Im not talking about quake 3 here as the quake 3 mapping scene was crazy big. Im talking about Elite Force. Its impossible to contact those mappers as their e-mails and websites dont exist anymore. Hell there isnt even a source to download elite force maps anymore.
If the community doesnt preserve those maps they will be forgotten. You might see one side of the coin but you have to see the other one too. As long as i can get permission of the mappers I will. I already got permission from 3 people because I stayed in contact with them for years. I also want to convert my own maps and the maps that came with the game.
This is not about stealing anybodys work. I dont profit from this at all, I only put in hours (if not days) of work in figuring out how to convert those maps to a newer platform because i want those maps to stay alive.
I hope you can see where Im coming from. You are basically accusing me of stealing somebodys work and credit.
If the community doesnt preserve those maps they will be forgotten. You might see one side of the coin but you have to see the other one too. As long as i can get permission of the mappers I will. I already got permission from 3 people because I stayed in contact with them for years. I also want to convert my own maps and the maps that came with the game.
This is not about stealing anybodys work. I dont profit from this at all, I only put in hours (if not days) of work in figuring out how to convert those maps to a newer platform because i want those maps to stay alive.
I hope you can see where Im coming from. You are basically accusing me of stealing somebodys work and credit.
Re: Quake Live Steam aas
If you have permission, that's fine. But it's not okay if they don't have a way to respond to your request. Furthermore, if those Elite Force maps contain textures that come stock with the game, those assets are still very much protected under Elite Force's copyright. You'll have to recreate them from scratch.
You have to realize that what we have is a pretty big problem within the Q3 mapping community recently where people are blatantly ripping off the works of even very active members and posting them without permission. Not saying this is you, but you can see how map conversions are starting to create a culture where this is starting to become "no big deal". That's one hell of a slippery slope and I would hope to steer the community away from that.
To at least partially answer your question, you should probably compile your AAS file with -optimize and -forcesidesvisible. Due to some Q3Map2 changes, that typically solves a lot of the bots-standing-still issues. Not sure about your other problems.
You have to realize that what we have is a pretty big problem within the Q3 mapping community recently where people are blatantly ripping off the works of even very active members and posting them without permission. Not saying this is you, but you can see how map conversions are starting to create a culture where this is starting to become "no big deal". That's one hell of a slippery slope and I would hope to steer the community away from that.
To at least partially answer your question, you should probably compile your AAS file with -optimize and -forcesidesvisible. Due to some Q3Map2 changes, that typically solves a lot of the bots-standing-still issues. Not sure about your other problems.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: Quake Live Steam aas
I can see the problem. I also saw the Turkey guy with his hundreds of converted maps where he just named them "CTF Map" and didnt credit anybody. I will carefully select which maps Im going to convert.
As for the original games' maps: The elite force source code was released years ago. People already created the stand alone RPGX-Mod which includes textures and assets from the original game. They also had help from some of the devs. I don't see any problem here.
As for the original games' maps: The elite force source code was released years ago. People already created the stand alone RPGX-Mod which includes textures and assets from the original game. They also had help from some of the devs. I don't see any problem here.
Re: Quake Live Steam aas
Quake 3 has the game source code GPL'ed as well, but not the assets. I'm unaware of where Elite Force stands, but you might want to double check this to be on the safe side.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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- Posts: 199
- Joined: Sun Dec 06, 2015 3:38 am
Re: Quake Live Steam aas
Actually, Hipshot, optimize takes out a lot of the bot routing (at least in my testing), which means your bots may not be able to go everywhere in your map.Hipshot wrote:I was actually just about to write in another thread how I did to solve the issue, it took me some time to get it working, but in the end it was really easy. I as well as you noted that the newer bspc won't spit out any aas on any map just like that.
First I fix the old aas like this, "q3map2.exe -fixaas rustgrad.bsp", I'm doing this with the newer compiler for QL, not the old one I compiled the level with from the start
Now, what happens is that the aas becomes corrupt, so open it with any hex editor and change the first set of numbers from 00 00 00 00 to 45 41 41 53
Then, run the newer bspc with these commands, "bspc.exe -optimize -reach rustgrad.aas"
I should also say that the aas for rustgrad and also solitude (which I'm working on porting right now), was compiled like this bspc.exe -bsp2aas m8/rustgrad.bsp -forcesidesvisible
Re: Quake Live Steam aas
Did not know that, it's actually pretty difficult to know what the bots do and not hehe =) Even with if I let them play alone and me just speccing etc...coltonquake3 wrote:Actually, Hipshot, optimize takes out a lot of the bot routing (at least in my testing), which means your bots may not be able to go everywhere in your map.Hipshot wrote:I was actually just about to write in another thread how I did to solve the issue, it took me some time to get it working, but in the end it was really easy. I as well as you noted that the newer bspc won't spit out any aas on any map just like that.
First I fix the old aas like this, "q3map2.exe -fixaas rustgrad.bsp", I'm doing this with the newer compiler for QL, not the old one I compiled the level with from the start
Now, what happens is that the aas becomes corrupt, so open it with any hex editor and change the first set of numbers from 00 00 00 00 to 45 41 41 53
Then, run the newer bspc with these commands, "bspc.exe -optimize -reach rustgrad.aas"
I should also say that the aas for rustgrad and also solitude (which I'm working on porting right now), was compiled like this bspc.exe -bsp2aas m8/rustgrad.bsp -forcesidesvisible
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe