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Re: Importing a Quake 4 .map file into GtkRadiant 1.4 or 1.5

Posted: Sun Aug 12, 2012 9:23 pm
by Infernis
Themuffinman saved the day. I'm looking at the map right now in Quake 3. Some things don't fit but that's just minor. His method works. I must have done something wrong. Respect!

Re: Importing a Quake 4 .map file into GtkRadiant 1.4 or 1.5

Posted: Mon Aug 13, 2012 8:26 pm
by Kaz
@MuffinMan: Euclidean distance is just standard straight-line distance

Re: Importing a Quake 4 .map file into GtkRadiant 1.4 or 1.5

Posted: Fri May 29, 2015 7:12 am
by V1979
I successfully converted a Q4 map into Q3 format. I edited it in QERadiant and at the beginning there was a notification that as the map had primitives the map should be converted into the standard format and, thus, textures could be shifted. I agreed and then I had to fix a lot of textures.
Later I worked at another map and opened it (after conversion) in GTKRadiant (v.1.6.4) which suggested converting into the standard format or changing project settings (surprise!). After changing project settings there was no need to fix textures (they looked to be properly applied).
I returned to my first converted Q4 map, opened it in GTKRadiant, changed project settings (I had to do it, otherwise it was impossible to edit the map), fixed some tiny bugs, compiled a *.bsp and *.aas and everything seemed to be OK.
But then I met other problems:
1. When I open the map in QERadiant, it suggest converting into the standard format and, thus, I have to re-fix all shifted textures.
2. When I open the map in GTKRadiant, it changes project settings and the map looks good. But when I try to move or rotate any brush (except curves and patches), its textures shift and I have to fix them again.

So. is there any way to lock textures, to prevent them from shifting when I move or rotate brushes?

Re: Importing a Quake 4 .map file into GtkRadiant 1.4 or 1.5

Posted: Mon Jun 01, 2015 5:22 am
by V1979
In fact there is a way - it's built in GTKRadiant, but there is a bug in its functioning: to lock textures one should not turn ON this feature, but be sure that it's turned OFF.

In general, GTKRadiant has many new features in comparison to an old good QERadiant, but it seems to have a bug for each feature, too.

P.S. In GTKRadiant 1.6.3 this feature should be ON, in GTKRadiant 1.6.4 it should be OFF.

Re: Importing a Quake 4 .map file into GtkRadiant 1.4 or 1.5

Posted: Mon Aug 15, 2022 8:36 pm
by Infernis
themuffinman wrote:I've no idea whether there's a tool that automates such a conversion, but this is what works for me...

1. Get the latest version of QuArK.
2. Install, load it, and under 'Games', run it in Quake 4 mode. Open the map.
3. Save it as a .qrk file (QuArK map file for hand editing).
4. Open the file in a text editor and where the game tag says Quake 4, change it to Quake 3 and save.
5. Change the game in QuArK to Quake 3, open the map.
6. Save it as a .map file.

Now you'll have geometry you can load into GtkRadiant. The textures will use brush primitives so you may want to convert it to normal texture mapping. If you had done texturing then you'd have to realign everything again (after making the textures available to the editor of course).
What a coincidence, it's almost exactly a decade later :D
Anyway, I was messing around with this again, but I didn't get it too work this time because I'm trying to convert q4dm4 (Bloodworks).
I get a floating point division by zero error.
So I removed everything from the map so that only brushes remain, but still the same error.
Has anyone found another way?

Re: Importing a Quake 4 .map file into GtkRadiant 1.4 or 1.5

Posted: Sat Oct 01, 2022 4:15 pm
by flipout
I'm using DarkRadiant. I have a couple of q4 maps I just started to convert to q3.

there's an export map option in the file drop-down menu.

https://www.darkradiant.net