Someone here is a genius but I forget who...

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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GONNAFISTYA
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Someone here is a genius but I forget who...

Post by GONNAFISTYA »

...said he programmed a little app that could convert a .bsp to a .map file and keep the textures intact.

Anyone know where I can download this little gem and if so, how many babies must I eat?
a13n
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Re: Someone here is a genius but I forget who...

Post by a13n »

I think it's ^misantropia^ who made a bsp2map app which kept texture alignment as it was.
I happend to read a topic at cpma forum, in which he posted his app, a while back.
But the link to that app was dead.
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^misantropia^
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Re: Someone here is a genius but I forget who...

Post by ^misantropia^ »

I'll see if I can dig it up.
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GONNAFISTYA
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Re: Someone here is a genius but I forget who...

Post by GONNAFISTYA »

Cool. :up:

I'm curious: In the past I've converted a .bsp to a .map and - while everything was present and accounted for - it also converted things like spawns, lights and other entities into boxes that basically had to be deleted and redone. Does your converter also maintain entity relationships or should I hunt down the loose bits and delete them before rebuilding them?

It's no big deal if I have to redo entities and lights...but any info would help. :)
^misantropia^
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Re: Someone here is a genius but I forget who...

Post by ^misantropia^ »

It depends on whether you compiled the map with q3map or q3map2 because the latter strips lots of entities (e.g. light entities) from the final map.

The original decompiler was a one-off Perl script I wrote for a few Defrag maps I lost the source of. That must've been in 2003 or 2004 and I don't think I have that script anymore (can't find it, anyway).

I quite recently posted a patch to the gtkradiant-developers mailing list that significantly improved q3map2's built-in decompiler, but I don't think it made it into the trunk (or even got much acknowledgment). Such is life in the OSS world. :/
obsidian
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Re: Someone here is a genius but I forget who...

Post by obsidian »

Try contacting TTimo or anyone else on the IRC channel, they may be more willing to add your changes if you talk to them directly. They are understaffed and may be busy due to ZeroRadiant, so it may not be added right away.
irc.telefragged.com/#qeradiant

Maybe also try contacting ydnar (who popped in here the other day for a couple of posts) though he's doing other stuff right now, he should be able to at least forward your stuff to the right people.
[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]
^misantropia^
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Re: Someone here is a genius but I forget who...

Post by ^misantropia^ »

I just might do that. Thanks for the tip, obsidian.
Strahlemann
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Re: Someone here is a genius but I forget who...

Post by Strahlemann »

divVerent from the Nexuiz dev-team made a patch for q3map2 that will do that.

you can get the patched q3map2 here: http://emptyset.endoftheinternet.org/~r ... 080108.zip

or use NetRadiant which comes with the newest q3map2:
http://alientrap.org/forum/viewtopic.php?t=3687
q3map2: fix -convert -format map decompiling (note: outputs map in "Alternate Texture Projection" format); no longer messes up texcoords
I used it and it worked fine for me :)

Now convert your bsp to map like you used to. If GTKRadiant cannot open the .map file you need to check "Preferences" -> "Brush" -> "Use alternative texture-projection"
hf
ix-ir
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Re: Someone here is a genius but I forget who...

Post by ix-ir »

Good, that works reasonably well although still seems to get some textures wrong. Why the use of alternative texture-projection?
^misantropia^
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Re: Someone here is a genius but I forget who...

Post by ^misantropia^ »

Another observation about the OSS world: a fairly large and annoying bug goes unfixed for years, then two completely unrelated people have a stab at it at nearly the same time.

Pretty weird.
a13n
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Re: Someone here is a genius but I forget who...

Post by a13n »

Another murphy's law? :D
obsidian
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Re: Someone here is a genius but I forget who...

Post by obsidian »

I think you failed to understand the principle of Murphy's Law.
[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]
Grenader
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Re: Someone here is a genius but I forget who...

Post by Grenader »

Does not work, due to different brush definitions.

13:10: parse error at 'brushDef': expected '#quake3-primitive'
brush 0: parse error
entity 0: parse error

This was spat out from your own `Net Radiant` as you call it.

Poor decompiler :(
a13n
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Re: Someone here is a genius but I forget who...

Post by a13n »

obsidian wrote:I think you failed to understand the principle of Murphy's Law.
Can you explain it? :tard:
obsidian
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Re: Someone here is a genius but I forget who...

Post by obsidian »

[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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Scourge
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Re: Someone here is a genius but I forget who...

Post by Scourge »

My job is governed by that law.
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