Q4 textures and maps for Q3
Posted: Sat Jul 11, 2015 12:48 pm
I edited this topic and added description how to convert maps from Q4 and D3.
Notification!
It is not about EULA and such other questions. It's just description of a technology. It can be useful or not, but it works and it's enough for me. I did it for my amusement.
Instruments:
1. QuArK 6.6.0 Beta 6 from here http://quark.sourceforge.net/
2. GTKRadiant 1.6.3 (not 1.6.4, as its Surface Inspector works incorrectly) or a good old Q3Radiant 2.0.2
3. Q3MAP2 (q3map2_fs_20g or 2.5.17)
4. BSPC (2.1i)
5. Paint.NET
Algorithm:
1. Extract all files from all the *.pk4 files in <DOOM3>\base or <QUAKE4>\q4base
2. Open <yourmap>.map in QuArK and save it as 'QuArK map (*.qkm)' and further as 'Structured text for hand-editing (*.qkm)
3. Close the map in QuArK and open it in Notepad (or WordPad) and replace Game = "Quake 4" by Game = "Quake 3"
4. Re-open the map in QuArK (now it will be Quake3 game mode) and save it as 'Quake .map file (*.map)' into your work folder, for example, <QUAKE3>\baseq3\maps
5. Open the map with in Notepad (or WordPad) and remove all 'textures/' as Q3 uses short path for textures names (NB! as Q4 has folder 'textures/mptextures/' you should replace '/mptextures/' by '/mp/' previously and rename the folder 'textures/mptextures/' to 'textures/mp/' )
6. Compile the map with Q3MAP2 (with -bsp key only). It's just a raw compilation to get list of necessary textures (and shaders)
7. Search necessary shaders through <DOOM3>\base\materials or <QUAKE4>\q4base\materials to define layers to make necessary textures
8. How to make new textures see my manual below
9. Write shaders for complex textures and place it into <QUAKE3>\baseq3\scripts and insert the name of your shader file into shaderlist.txt
10. Open the map in GTKRadiant (NB! change default project settings to work with brush primitives) and edit it as you wish
11. Compile the map with Q3MAP2 (to make *.bsp) and BSPC (to make *.aas - for bots)
I want to share my experience how to adapt Q4 textures for Q3. I use Paint.NET for this.
Steps (see screenshots):
1. Open the chosen file <>_local.tga


2. Desaturate it


3. Invert colors

4. Add the file <>_d.tga as another layer



5. Adjust its properties - OVERLAY


6. Add the file <>_h.tga as another layer


7. Adjust its properties - OVERLAY


8. Add the file <>_s.tga as another layer


9. Adjust its properties - COLOR DODGE


10. Save the file <>.jpg (or with another necessary name)

NOTICE: This algorithm can be used to create *.jpg textures (without alpha channel).
This algorithm can be used for converting D3 files too, though its texture set is organized worse and in fact is composed from some different sets (it can be seen in different file mask for heightmap textures).
Notification!
It is not about EULA and such other questions. It's just description of a technology. It can be useful or not, but it works and it's enough for me. I did it for my amusement.
Instruments:
1. QuArK 6.6.0 Beta 6 from here http://quark.sourceforge.net/
2. GTKRadiant 1.6.3 (not 1.6.4, as its Surface Inspector works incorrectly) or a good old Q3Radiant 2.0.2
3. Q3MAP2 (q3map2_fs_20g or 2.5.17)
4. BSPC (2.1i)
5. Paint.NET
Algorithm:
1. Extract all files from all the *.pk4 files in <DOOM3>\base or <QUAKE4>\q4base
2. Open <yourmap>.map in QuArK and save it as 'QuArK map (*.qkm)' and further as 'Structured text for hand-editing (*.qkm)
3. Close the map in QuArK and open it in Notepad (or WordPad) and replace Game = "Quake 4" by Game = "Quake 3"
4. Re-open the map in QuArK (now it will be Quake3 game mode) and save it as 'Quake .map file (*.map)' into your work folder, for example, <QUAKE3>\baseq3\maps
5. Open the map with in Notepad (or WordPad) and remove all 'textures/' as Q3 uses short path for textures names (NB! as Q4 has folder 'textures/mptextures/' you should replace '/mptextures/' by '/mp/' previously and rename the folder 'textures/mptextures/' to 'textures/mp/' )
6. Compile the map with Q3MAP2 (with -bsp key only). It's just a raw compilation to get list of necessary textures (and shaders)
7. Search necessary shaders through <DOOM3>\base\materials or <QUAKE4>\q4base\materials to define layers to make necessary textures
8. How to make new textures see my manual below
9. Write shaders for complex textures and place it into <QUAKE3>\baseq3\scripts and insert the name of your shader file into shaderlist.txt
10. Open the map in GTKRadiant (NB! change default project settings to work with brush primitives) and edit it as you wish
11. Compile the map with Q3MAP2 (to make *.bsp) and BSPC (to make *.aas - for bots)
I want to share my experience how to adapt Q4 textures for Q3. I use Paint.NET for this.
Steps (see screenshots):
1. Open the chosen file <>_local.tga


2. Desaturate it


3. Invert colors

4. Add the file <>_d.tga as another layer



5. Adjust its properties - OVERLAY


6. Add the file <>_h.tga as another layer


7. Adjust its properties - OVERLAY


8. Add the file <>_s.tga as another layer


9. Adjust its properties - COLOR DODGE


10. Save the file <>.jpg (or with another necessary name)

NOTICE: This algorithm can be used to create *.jpg textures (without alpha channel).
This algorithm can be used for converting D3 files too, though its texture set is organized worse and in fact is composed from some different sets (it can be seen in different file mask for heightmap textures).