Porting a Quake 1 map

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Porting a Quake 1 map

Postby s3cc0 » Sat Jul 14, 2007 6:09 pm

I'm a mapping noob (just downloaded radiant really :)) but i'd like to convert a custom map for Quake called Skull (old quakers will know this for sure)
I think it would play wonderfully on Nexuiz and it actually works as it is without missing textures or other broken stuff but it would of course need to be scaled and have items repositioned and whatnot
The problem is the only file i have is a skull.bsp and i understand that's the compiled map and radiant wants .map files (sorry if i got it wrong, i'll RTFM eventually :P)
Is there some other way of doing this without the map file or by any chance some quake veteran around this parts happens to have a copy of it on a dusty 3.5''? I've searched all over the web, no luck finding it :(
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Postby cortez » Sat Jul 14, 2007 7:59 pm

i cant you help with this but if the map is non GPL (q1 or qw are non GPL) there is non map file

rebuild it :!:
Aneurysm 4 the win !!!!! :D
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Postby TVR » Sat Jul 14, 2007 8:33 pm

Boot up GTKradiant, go to the 'build' tab, go to 'Customize' click on one of the compile options on top, then click on the command line, and input this in:

[q3map2] -game q1 -convert -format map <path to .BSP file>

Accept the changes, and go to the 'build' tab once again, click on the compile option of you choose before clicking on the command line.

You will find the .map in the same dir.

Be aware this will break the texture alignment, copyright, and remove entities; be sure the custom map's readme.txt allows modification & redistribution [official Q1 maps are GPL, check the post below]
Last edited by TVR on Sun Jul 15, 2007 3:55 am, edited 2 times in total.
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Postby KadaverJack » Sat Jul 14, 2007 8:49 pm

cortez wrote:(q1 or qw are non GPL)

Actually q1 maps are GPLed: http://rome.ro/2006/10/quake-map-sources-released.html
But since it's a 3rd party map, that doesn't apply to "skull" of course...

TVR wrote:[q3map2] -game Nexuiz -convert -format map <path to .BSP file>

That's for q3bsp maps. I doubt that q3map2 is able to decompile q1bsp maps...
And even if it would work, it would still be a copyright infringement if you don't have permission from the author to decompile and modify the map.
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