You can still do something about the problems with "closed source" maps like this.
I'll describe how I ported q2dm1 to Nexuiz. I started with a Q3 conversion of the map.
1.
Scaling. Quake 2 maps seem to work best with a scale of 1.5, 1.75 or even 2 in Nexuiz. To scale the map, use:
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q3map2 -scale 1.5 q2dm1.bsp
You'll then get a scaled version called q2dm1_s.bsp. Do not delete or overwrite the original yet. Repeat this with different scaling factors and try playing until you like it. You may want to use "sv_cheats 1" and "impulse 99" when testing it to get the right weapons for a jump.
2.
Lighting. Quake 2 maps tend to be very orange, and this is annoying. Note that they looked almost grey in software rendering, as the software renderer did not support colored lights at all. It probably is a good idea to make lighting somewhere in between. One of many ways to adjust lighting is this:
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cp q2dm1_s.bsp q2dm1_s_l.bsp
q3map2 -export q2dm1_s_l.bsp
mogrify -modulate 100,70 q2dm1_s_l/*.tga
q3map2 -import q2dm1_s_l.bsp
This mogrify format changes the saturation to 70% in all lightmaps. That still looks orange-y, but not as much as before - it still looks true to Quake 2 then, but isn't as intense any more. You may also want to use other editing operations to make it brighter or darker, or use another batch image manipulation tool than mogrify.
Sometimes, you may also want to apply a batch image operation to the textures - I used Gamma on all textures of q2dm1.
3.
Entities, variant 1. Nexuiz entities have different names than Quake ones. One way to re-entity a map is GtkRadiant. Decompile the map using
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q3map2 -convert -format map q2dm1_s_l.bsp
You'll get a file q2dm1_s_l_c.map. Edit that in GtkRadiant, and just ignore the broken texturing - it's fine, you won't compile the decompiled map, but rather use the original BSP in the end. Change the entities in GtkRadiant then... when done, you apply the changes to the map like this:
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cp q2dm1_s_l.bsp q2dm1_s_l_c.bsp
q3map2 -onlyents q2dm1_s_l_c.map
This only updates the entities, so the broken texture alignment in the decompiled map won't be a problem.
3.
Entities, variant 2. Load the map into DarkPlaces, and use "sv_saveentfile". Edit the q2dm1_s_l.ent in a text editor and change entities, until you like it.
In both variants, watch out for ammo_ entities - in Nexuiz, they don't work. You need to replace them by one of item_cells, item_shells, item_bullets or item_rockets.
Have fun!
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.