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Has anyone adapted light.exe to q3bsp?

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  • Has anyone adapted light.exe to q3bsp?

    As the title stats. I'm trying to convert all of the q1 maps over to q3bsp. There are problems with the lights. Lightstyles don't work and triggers to turn lights on and off don't work. Does anyone have any ideas?

    EDIT:

    I am trying to do this for Quake on the Darkplaces engine. Why convert to q3bsp? Many benifits, one main one being hull sizes of entities.
    Last edited by silverjoel; 01-24-2011, 04:57 PM.

  • #2
    This question is better asked at Func Msgboard in the Mapping Help thread.

    http://celephais.net/board/view_thread.php?id=4

    There are several Q1 + Q3 mappers there with 10 years experience lurking about and Func Msgboard is the home of Quake 1 mapping. People without combined Q1+Q3 mapping experience in single player are unlikely to know enough to provide quality answers. You need to ask the map gods.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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    • #3
      Q3BSP doesn't support lightstyles; you'll need BSP format changes and engine mods for this.
      IT LIVES! http://directq.blogspot.com/

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      • #4
        In case you are trying to convert the MP maps to Quake 3 to actually play them in that game (and not for some technical testing stuff) I'd suggest to have a look at websites like LvL and search for the map names. There are good conversions for many of the Quake 1 maps.

        Converting the maps without adapting the size will make them play ass in Q3 (player is taller and can jump longer distances which means you get stuck everywhere and all the interesting jumps are ridiculously easy).
        dfsp*spirit
        my FPS maps

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        • #5
          I guess I should have been a little more clear. I want the q3bsp format for Darkplaces and Quake 1. I'll check out that link.

          And q3bsp can support lightstyles. Jedi Knight and Soldier of Fortune have them.

          With rtlights, you can add lightstyles to Darkplaces, however I don't know if you can have a trigger turn on and off a light.
          Last edited by silverjoel; 01-24-2011, 12:03 PM.

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          • #6
            Originally posted by silverjoel View Post
            And q3bsp can support lightstyles. Jedi Knight and Soldier of Fortune have them.
            Modified BSP format, modified engine.
            IT LIVES! http://directq.blogspot.com/

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            • #7
              Originally posted by silverjoel View Post
              I guess I should have been a little more clear. I want the q3bsp format for Darkplaces and Quake 1.
              Ahhh, ok. Forget about my comment then. I didn't even know that DP supports q3 bsp format.
              dfsp*spirit
              my FPS maps

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              • #8
                I can prove it's possible.

                test.pk3

                Here is a little test map I created. It is q3bsp and has all 12 lightstyles of regular quake(0-11). You need to use Darkplaces(possibly others) and have r_shadow_realtime_world on (set to 1).

                I should mention the map name is test.
                Last edited by silverjoel; 01-24-2011, 11:24 PM.

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                • #9
                  They don't show when you run the map in Q3A, which means that you would need some DP-only (...and possibly FTE...?) features for them.
                  IT LIVES! http://directq.blogspot.com/

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                  • #10
                    It's not made for Q3A. It would strictly be a Darkplaces(maybe others) format. I see in q3bsp that lightmaps are stored in lump 14 and lightvols are stored in lump 15. I want to see what would happen if q1 light data was put in 1 or both of these lumps. I'm really rusty when it comes to c programming, so any pointers would be greatly appreciated.

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