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  • Quake1 .map to Quake3?

    I have the Quake1 map sources that Romero had released a while ago. They're all in .map format. I'm wanting to be able to load these up into GTKRadiant and use them as a base and/or comparison for a Quake3 level. When I attempt to open them in GTKRadiant however, I receive the following console message:

    Code:
    no module found for map interface type "map"
    Thoughts on how these can be converted over for use in a Quake3 environment?

  • #2
    I remember people using using worldcraft
    http://www.fileplanet.com/44990/4000...orldCraft-v3.3
    http://en.wikipedia.org/wiki/Valve_Hammer_Editor

    or, use google for like

    .map convert .ext , which .ext would be the type of file extension your wishing to convert it to. I have q3,but im lazy and put no more effort into this,I have q1 gaming 2 get to brah. Might I recommed you play Quake and dismiss q3. goodgame!


    .map > all
    Q1 > all
    Last edited by Mindf!3ldzX; 12-05-2010, 04:53 PM.
    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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    • #3
      Thanks for the suggestion. I actually ended up downloading a super old version of QERadiant, opening the .map file, saving it, then opening it up with GTKRadiant.

      While I love Quake1's singleplayer, it's multiplayer just has never really done it for me. Nothing against the game, but I always liked Quake2's multiplayer the best. Really though, I use the Generations Arena mod for Quake3, so I can always pull out the nailgun anyway.

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      • #4
        So you successfully converted the maps?
        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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        • #5
          That whole set of hoops you jumped through seems somewhat unnecessary, to me. I was able to open them in GTKRadiant without any problems. If you have the Q1 gamepack installed for GTKRadiant, it will be able to open them properly.

          What I don't know (and this sounds like what you tried to do), is open the .map file in Q3 mode. And I'm not entirely sure why that didn't work...
          16:03:04 <gb> when I put in a sng, I think I might need nails
          16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

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          • #6
            Oh, I can open the maps in GTKRadiant, but I have to be in Quake1 mode to do it. The hoops I jumped through allowed me to open the .map files in QERadiant, save them, then open them in GTKRadiant under Quake3 mode.

            I wouldn't say that they're "converted" per say, as it's just the geometry and basic entities. No textures or anything. That doesn't matter to me however, as I was more concerned about the brushes being intact than anything.

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            • #7
              @Lardarse: The q1 and q3 map format differs. Open them in a text editor and see for yourself. The last fields of the q3 map format (defining stuff like detail brushes) are missing in the q1 format. If you open them in the wrong mode the map file seems to be completely empty.

              @morari:
              To go from q3/q2 to q1 I usually cut the last fields out with a shell script. I haven't done it the other way around yet but I guess one could try to append default values (for a normal structural brush without any special surface properties) with a shell script as well. It's good to know that older versions of QERadiant can do this much easier. Which version exactly did you use?
              dfsp*spirit
              my FPS maps

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              • #8
                It's listed as version 202. It's actually the only one I could find. Too old-school, I suppose.

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