.bsp to .map ?

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.bsp to .map ?

Postby cortez » Fri Apr 06, 2007 9:35 pm

How can i convert .bsp to .map with GTK Radiant?
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Postby divVerent » Fri Apr 06, 2007 10:02 pm

Impossible, unless you can live with textures being totally broken, in which case q3map2 -convert -format map will do it.

Why? Ask the author...
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby cortez » Fri Apr 06, 2007 11:24 pm

divVerent wrote:Impossible, unless you can live with textures being totally broken, in which case q3map2 -convert -format map will do it.

Why? Ask the author...


yeah esteel told me too to use q3map2! but i the radiant there many q3map2! which one should i use?
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Postby C.Brutail » Fri Apr 06, 2007 11:46 pm

None of them
you should write your own command line for that.
If you can't, I'll write it tomorrow for you.
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Postby esteel » Sat Apr 07, 2007 12:08 am

I'm still not sure about you Cortez :) Do you really want to convert .bsp to .map files?? Or the other way round as one normally does? .map is the 'simple' map format that is used to build the maps, .bsp is what you get after compiling the map and what you use ingame.
In irc i always had the impression you just mixed it up. But maybe i got it wrong. So are you sure you want it from .bsp to .map?
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Postby cortez » Sat Apr 07, 2007 12:30 pm

esteel wrote:I'm still not sure about you Cortez :) Do you really want to convert .bsp to .map files?? Or the other way round as one normally does? .map is the 'simple' map format that is used to build the maps, .bsp is what you get after compiling the map and what you use ingame.
In irc i always had the impression you just mixed it up. But maybe i got it wrong. So are you sure you want it from .bsp to .map?



Maybe i mixed it up
The question is how can i use the the.bsp docs when i unpack the maps

and dont worry i dont make something like Blue amuse :P
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Postby C.Brutail » Sat Apr 07, 2007 12:58 pm

bps is used by the engine. map is used by Gtkradiant.
so it's:
1. you make the *.map in Gtkradiant
2. you compile the map with q3map2 from *.map to *.bsp
3. you play the bsp in nexuiz.

If you wanna edit a bsp, you need the "source" *.map file. *.maps are stored aside th bsp, tho the engine ignores them as it can't do anything with it.
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Postby tZork » Sat Apr 07, 2007 5:15 pm

Basicaly a bad idea.

.map is map sources .bsp is compiled maps.

If you dont have the .map ods are good someone dident want you to have it and you should leave that map alone.

For some purposes it may be usefull; however. like making some special models and converting models to brushwork.

q3map2 ver - always the latest you can stable get, regardless of what you are using it for.

from bsp to map:
q3map2 -convert -format map filename.bsp

from bsp to model:
q3map2 -convert -format ase filename.bsp

Note on convert you will loose most texturing info and ALL DETAIL and grouping info.
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Postby cortez » Sat Apr 07, 2007 5:48 pm

ok now i understand a bit

If you wanna edit a bsp, you need the "source" *.map file. *.maps are stored aside th bsp, tho the engine ignores them as it can't do anything with it.


What did you mean with "the source .map file ?
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Postby Strahlemann » Sun Apr 08, 2007 3:17 pm

the "source" .map file is the map file that has been compiled to the .bsp.

So basically every .map file is the source for a .bsp file.

For example:
You open GtkRadiant and build a map. It is then saved as mymap.map.
Now mymap.map is the map-file or "source" of the map.
Now compile mymap.map using q3map2 and you'll get a second file called mymap.bsp.
mymap.bsp is the compiled file that is readable by the Nexuiz-engine.
Now you can play your map in Nexuiz using the mymap.bsp.

If you want to edit the map "mymap" that you play in Nexuiz then you need to get the mymap.map file, edit the mymap.map file and compile the mymap.map file which will result in a new mymap.bsp file.
TThis new mymap.bsp will then be the edited version ingame (like additional architecture or whatever you changed in the mymap.map before compiling)
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