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  • Half-life bsp to Quake 1 bsp

    I know that the hl 1 bsp format is a bit different than q1 bsp.
    What i want to do is to convert half life 1 maps to quake 1 maps.
    Any easy way to do that?I found a hl bsp decompiler that can save maps as 3ds or obj,however it doesnt load to 3ds max,and im not shure that it even captures UVs.
    The reason i want to do this is because Quake 1 has been ported to Symbian powered smartphones as you know.Ive been thinking of porting half life to symbian,but the sourcecode is closed(though you can find a leaked one in filefront...)so im not allowed to use it.
    Ive been thinking to make a mod for quake1 that would have weapons and maps from hl.
    For now,i want to know if the Quake 1 engine can handle Half Life maps.For example,i dont know if Quake 1 supports skyboxes.
    Maybe theres a modified sourcecode that uses half life bsp format?Please post a link if there is.
    I want to port half life to symbian,but im not allowed to use its sourcecode.So ,now that Quake runs on symbian,ive been thinking about making a mod,or modifying the code,but im afraid im not enough skilled to do that fast enough.
    So,what will you guys say:whats the easiest way to get half life maps on quake 1.
    And: are there any modified quake 1 sourcecodes that can handle half-life bsp format?
    Thank you for your time

  • #2
    Many modern quake engines support Half-Life BSP format to varying degrees. FTE currently supports them the best. After that, I'd say EZQuake and FTE are not bad, and TomazQuake. There are other opensource engines out there supporting the format as well, but i have not dabbled in them tbh.

    As for mods supporting half-life maps, check out mine (Quake-Life):
    http://www.quakeone.com/forums/showthread.php?t=4030

    Comment


    • #3
      I see its open source ?
      PS.Does it support skyboxes?Any bugs?
      PS.I know this is completely different,but anybody tried to port half life .mdl files to quake .mdl files?I used Milkshape to decompile it.The smd format that i get is possible to convert to .x or other...but they are more high poly so im not shure if its worth to try...

      Comment


      • #4
        http://offload1.icculus.org:9090/twilight/darkplaces/ - darkplaces engine, can do almost anything

        http://inside3d.com/gettingstarted.php - quake c starters

        http://tremor.quakedev.com/qcide.html - for writing and compiling

        http://inside3d.com/tutorials.php - gets u started

        http://www.quake-1.com/docs/quakesrc.org/ - engine tutorials

        Comment


        • #5
          Oh,wait.Quake C is a language? O_o
          I tout its all in C.This is the 1st time i hear about QC.
          So this means that those engines are not coded in C and i cant use the bsp loader with a usual C compilers?
          This is getting weirder and weirder...
          Last edited by symbon82; 11-23-2008, 10:09 AM.

          Comment


          • #6
            Originally posted by symbon82 View Post
            I know this is completely different,but anybody tried to port half life .mdl files to quake .mdl files
            http://forums.inside3d.com/viewtopic.php?t=1112

            Originally posted by symbon82 View Post
            Oh,wait.Quake C is a language? O_o
            I tout its all in C.This is the 1st time i hear about QC.
            So this means that those engines are not coded in C and i cant use the bsp loader with a usual C compilers?
            This is getting weirder and weirder...
            The Quake engine is coded in C.

            The Quake game data files, the instructions that control the game logic, are written in QuakeC and compiled into something that resembles byte-code and interpreted by the engine.
            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 ...

            Comment


            • #7
              Wait,like Python?Coulnt find something like that in quake 2 src.
              Anyway,another question:
              What modelling applications do you guys use.And do they support .map format?

              Comment


              • #8
                Originally posted by symbon82 View Post
                Wait,like Python?Coulnt find something like that in quake 2 src.
                Anyway,another question:
                What modelling applications do you guys use.And do they support .map format?
                Models and maps very different things in Quake.

                In Quake, models (.mdl extension: the player, weapons, monsters) can be made with various degrees of export difficulty in Milkshape, 3d Max Studio, Gmax, Blender, QME or other modelling programs.

                In Quake, maps (.bsp extension, compiled from .map files: the maps, ammo/health boxes, etc.) can be made with Worldcraft 3.3 (or Valve Hammer even, actually), Worldcraft 1.6, GTK Radiant and several other editors.
                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 ...

                Comment


                • #9
                  Yeah i know they are different..Did i ask that?
                  Anyway,about that Worldcraft: do i need the other file 'Quake Adapter' to add Quake 1 support?
                  PS.And the link to converting half-life models-looks like its for Quake2...

                  Comment


                  • #10
                    Ok,so i got Quark.It can load Quake bsps or .map files,but it cant export to .bsp.Do i need a plugin or something?Help please.

                    Comment


                    • #11
                      Originally posted by symbon82 View Post
                      Yeah i know they are different..Did i ask that?
                      Anyway,about that Worldcraft: do i need the other file 'Quake Adapter' to add Quake 1 support?
                      Pretty much so.

                      PS.And the link to converting half-life models-looks like its for Quake2...
                      Well, you'll need to read the thread. i.e. "it will teach you how to convert 2 quake 2 first. if you want to convert 2 quake 1 then use Quick 3d professional 4.0"

                      Originally posted by symbon82 View Post
                      Ok,so i got Quark.It can load Quake bsps or .map files,but it cant export to .bsp.Do i need a plugin or something?Help please.
                      You might have better luck asking for help with Quark at Func_Msgboard or the Quark forums. There aren't so many people that use Quark for mapping compared to Worldcraft in Quake 1, but there are a couple @ func_msgboard for sure.
                      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 ...

                      Comment


                      • #12
                        Originally posted by symbon82 View Post
                        Ok,so i got Quark.It can load Quake bsps or .map files,but it cant export to .bsp.Do i need a plugin or something?Help please.
                        Switch on your brain and visit http://quark.planetquake.gamespy.com...ase/index.html , then http://user.tninet.se/~xir870k/
                        Quake 1 Singleplayer Maps and Mods

                        Comment


                        • #13
                          Originally posted by symbon82 View Post
                          Ok,so i got Quark.It can load Quake bsps or .map files,but it cant export to .bsp.Do i need a plugin or something?Help please.
                          I'm not sure why you need to load .bsp files in a map edit when the Quake .map file source codes are available. I'm just guessing as to your intent of wanting to load the .bsp files in an editor; I could be wrong.

                          http://www.quake-1.com/files/maps/quake_map_source.zip
                          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 ...

                          Comment


                          • #14
                            No,i just have a .map file and i need to export to .bsp from Quark.Cant find a Quake 1 bsp export from the menu.
                            Im following the links you guys gave now...

                            Comment


                            • #15
                              Originally posted by symbon82 View Post
                              No,i just have a .map file and i need to export to .bsp from Quark.Cant find a Quake 1 bsp export from the menu.
                              Im following the links you guys gave now...
                              I don't know how hard/easy it is find quality information on Quark. Although there are a few mappers that seem to love it -- Spirit, Trinca come to mind -- I don't understand Quark [but admittedly, I've never tried to understand it because I love Worldcraft.].

                              If you are stuck between a rock in a hard place and if your map uses the standard Quake textures you can solve this problem in 5 minutes.

                              1. Goto the www.quakeone.com/qadapter and install WC3.3 + the qadapter (do not change the install directories or you will mess it up).
                              2. Start Worldcraft 3.3
                              3. Copy your .map file from where it is to c:\program files\worldcraft\maps
                              3a. Make sure the directory c:\quake\id1\maps exists, even if empty
                              4. Open it in Worldcraft
                              5. Click compile
                              6. Your quakemap.bsp file is in c:\quake\id1\maps

                              If your map doesn't use the standard Quake textures, copy the .wad file(s) into c:\program files\worldcraft\textures and the Quake Adapter auto-converts them upon startup. So like re-start WorldCraft 3.3 (assumes you installed the qadapter) and it converts them provided the .wad doesn't break one of the 2-3 rules for a successful conversion listed on the qadapter page).
                              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 ...

                              Comment

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