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

Many Thanks
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// 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
The 64 player max is really somewhat of an arbitrary limit, it could have been 32 or 128 just as easily.mcelf wrote:but out of intrest, how do you get that many players on the q3 engine?
This might give you a clue:Leon8046 wrote:How modified is the BSP? is it possible to simply hex it back? (long shot...)
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q3map2 -v -analyze enigma.bsp
Yep, q3map2 couldn't make head nor tail of it. Well, it was worth a shot.Leon8046 wrote:So I think it didn't read the BSP so well?