BSP Conversion

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Leon8046
Posts: 8
Joined: Thu Mar 12, 2009 2:00 am

BSP Conversion

Post by Leon8046 »

Hello, I was wondering if anyone had a fair amount of knowledge about BSP format and could possibly convert a special BSP for me. It is from an MMORPG derived from Quake and most of the models and maps have been encoded in something or changed some how.

I can provide the BSP file(s) and source code for the game to read these BSP's. Only I do not know C++ to convert these myself :(. I would really appreciate it if someone could help me out or at least try to convert the file into a readable/editable format.

Many Thanks
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: BSP Conversion

Post by ^misantropia^ »

Leon, what is the name of the MMORPG and to what format do you want to convert the map?
epicgoo
Posts: 44
Joined: Sun Mar 01, 2009 4:24 pm

Re: BSP Conversion

Post by epicgoo »

mmorpg and quake3???
Leon8046
Posts: 8
Joined: Thu Mar 12, 2009 2:00 am

Re: BSP Conversion

Post by Leon8046 »

The MMORPG is named Gate To Heavens, It was derived from the Quake 3 source code by JysTech and published by E-Games.

There is plenty of proof of this...
GTH Uses

BSP
MDL
MD3
pk3/pak/pack files
shader files
cfg files

In the source code there is still remains of the Q3 source as well as some guns and ammo textures in the pack files.

Code: Select all

// Copyright (C) 1999-2000 Id Software, Inc.
//
// This file must be identical in the quake and utils directories

// contents flags are seperate bits
// a given brush can contribute multiple content bits

// these definitions also need to be in q_shared.h!

#define	CONTENTS_SOLID			1		// an eye is never valid in a solid
#define	CONTENTS_LAVA			8
#define	CONTENTS_SLIME			16
#define	CONTENTS_WATER			32
#define	CONTENTS_FOG			64
I would like to be able to convert the BSP(s) to an editable format, since the quake map editor is no where to be found for GTH. I would like to use something similar to Valves Hammer Editor. And possibly convert them back.

If you would like to look, you can get it [Here]

This includes the source for the bsp, shaders and some other stuff (tcmod, collision, camera so forth), BSP File, Corresponding textures, shaders.

I am glad to see people are taking interest :) thank you.
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: BSP Conversion

Post by ^misantropia^ »

Have you tried decompiling it with q3map2? If 'Gate To Heavens' doesn't stray too far from the original Q3 BSP format, there's a fair chance q3map2 will be able to decompile it.
Leon8046
Posts: 8
Joined: Thu Mar 12, 2009 2:00 am

Re: BSP Conversion

Post by Leon8046 »

I don't have any clue how to use this, but I shall give it a shot :) Thanks for the suggestion!
Leon8046
Posts: 8
Joined: Thu Mar 12, 2009 2:00 am

Re: BSP Conversion

Post by Leon8046 »

I tried messing with Q3map2 for a while and I don't think I'm getting very far. I got a few errors and a few output files... I usually get 1 of the 2...

************ ERROR ************
C:/Program Files/GtkRadiant 1.5.0/tae_vill.bsp is not a IBSP File


--- BSP ---
Loading C:/Program Files/GtkRadiant 1.5.0/tae_vill.bsp
entering C:/Program Files/GtkRadiant 1.5.0/tae_vill.bsp
WARNING: ParseEntity: { not found, found GTH on line 0 - last entity was at: <0.00,0.00,0.00>...
Continuing to process map, but resulting BSP may be invalid.
0 areaportals
size: 99999, 99999, 99999 to -99999, -99999, -99999

:tear: any more suggestions?

Thank you for the help so far.
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: BSP Conversion

Post by ^misantropia^ »

The map format is indeed quite closely related to Q3's. Modifying q3map2 so it outputs something that GtkRadiant can digest shouldn't be too hard (though it won't be exactly trivial either) but the killer, I think, is compiling it to a BSP again. A bit too time consuming to my taste, but perhaps you can pick up a C book and have a go at it yourself.
epicgoo
Posts: 44
Joined: Sun Mar 01, 2009 4:24 pm

Re: BSP Conversion

Post by epicgoo »

remaking the map can be faster :P
Leon8046
Posts: 8
Joined: Thu Mar 12, 2009 2:00 am

Re: BSP Conversion

Post by Leon8046 »

I don't mind remaking the maps myself, but then it's a matter of getting them into a format that GTH can read. I already have a programmer friend who is working on helping us, though he is usually too busy to put much time into it :(. Not to worry~ if it's too much of a job to do then I will just leave it be for now.

:) I appreciate the help and interest! Thanks a lot for your time!
mcelf
Posts: 43
Joined: Mon Apr 07, 2008 1:51 pm

Re: BSP Conversion

Post by mcelf »

A q3 mmo? that's such a good idea, but out of intrest, how do you get that many players on the q3 engine? Its a good idea. I don't know if you are already familiar with a programing language, but if your're making a game, i can strongly recommend you learn a programming language.
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: BSP Conversion

Post by ^misantropia^ »

mcelf wrote:but out of intrest, how do you get that many players on the q3 engine?
The 64 player max is really somewhat of an arbitrary limit, it could have been 32 or 128 just as easily.
epicgoo
Posts: 44
Joined: Sun Mar 01, 2009 4:24 pm

Re: BSP Conversion

Post by epicgoo »

yeah. you can have many servers each running a part of the world. :P
btw that mmo is written in c++, it is just using a modified bsp format from quake3. But there is "space trader" which is close to a mmo probably ... never played
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Re: BSP Conversion

Post by obsidian »

Have you tried asking the developers to see if they are willing to release their modified tools and SDK?
[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]
Leon8046
Posts: 8
Joined: Thu Mar 12, 2009 2:00 am

Re: BSP Conversion

Post by Leon8046 »

Sadly, the original developers have abandon GTH, since 2006 and no longer reply to emails about GTH. The Q3 map editor for GTH is no where to be found in the remaining files either.

How modified is the BSP? is it possible to simply hex it back? (long shot...)

edit: I have the SDK already, I just don't know C++ ><
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: BSP Conversion

Post by ^misantropia^ »

Leon8046 wrote:How modified is the BSP? is it possible to simply hex it back? (long shot...)
This might give you a clue:

Code: Select all

q3map2 -v -analyze enigma.bsp
Then run it again with -lumpswap added.
Leon8046
Posts: 8
Joined: Thu Mar 12, 2009 2:00 am

Re: BSP Conversion

Post by Leon8046 »

Thanks for the code, though I don't have gtk installed at the moment >< and I'm guessing enigma.bsp is a Q3 map? I don't have Q3 :(. Well, It's no problem, I'll just stick to modding maps Dx thanks anyway~
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: BSP Conversion

Post by Silicone_Milk »

You just need q3map2.exe. Preferably the latest version.

Then enigma.bsp can be replaced with the .bsp file you're trying to figure out. So from your previous error file you posted I'd assume you're poking around at tae_vill.bsp.

So the command will be modified to q3map2 -v -analyze tae_vill.bsp for the first iteration and
q3map2 -v -lumpswap -analyze tae_vill.bsp for the second.

The arguments might be out of order for the second version of the command (lumpswap in the wrong place) I havent used q3map2 in a few months so I forget heh.
Leon8046
Posts: 8
Joined: Thu Mar 12, 2009 2:00 am

Re: BSP Conversion

Post by Leon8046 »

Ok I tried this :P all i got was 0 of everything and 99999,99999,99999 to -99999,-99999,-99999. So I think it didn't read the BSP so well? >< or is that telling me just how modified it is?

Thanks for telling me how by the way :D
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: BSP Conversion

Post by ^misantropia^ »

Leon8046 wrote:So I think it didn't read the BSP so well?
Yep, q3map2 couldn't make head nor tail of it. Well, it was worth a shot.
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