[Question]Texture specification in map file

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[Question]Texture specification in map file

Postby qqqwwweee123234 » Wed Apr 30, 2008 7:21 am

Hi everybody. I want to convert my CS map to Nexuiz. Actually I have converted one. I can keep the map geometry and some compatible entities and textures, but the texture spcification(scale,offset,rotation) have not keep.

Open GtkRadiant create a simple bursh, And open the .map file with text edior. I find some things like this

Code: Select all
// entity 0
{
"classname" "worldspawn"
// brush 0
{
( 128 128 128 ) ( 128 0 128 ) ( 0 128 128 ) e7/e7brickfloor01 0 0 0 0.5 0.5 0 0 0
( 128 128 128 ) ( 0 128 128 ) ( 128 128 0 ) e7/e7brickfloor01 0 0 0 0.5 0.5 0 0 0
( 128 128 128 ) ( 128 128 0 ) ( 128 0 128 ) e7/e7brickfloor01 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 128 0 0 ) ( 0 128 0 ) e7/e7brickfloor01 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 0 128 ) ( 128 0 0 ) e7/e7brickfloor01 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 128 0 ) ( 0 0 128 ) e7/e7brickfloor01 0 0 0 0.5 0.5 0 0 0
}
}


there are 8 numbers behind texture name
Code: Select all
( 128 128 128 ) ( 128 0 128 ) ( 0 128 128 ) e7/e7brickfloor01 0 0 0 0.5 0.5 0 0 0

and I have read this document Quake MAP Specs, but that document describe only 5 numbers
Code: Select all
( 128 0 0 ) ( 128 1 0 ) ( 128 0 1 ) GROUND1_6 0 0 0 1.0 1.0

they are x_off,y_off, rot_angle,x_scale,y_scale,and Nexuiz map file have 3 more numbers.

And in GtkRadiant I can't find texture detail setting dialog. I can't find some wiki pages about Nexuiz .map spcification.

What does these numbers mean?
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Postby HarryButt » Wed Apr 30, 2008 9:10 am

Huh? There's actually a way to convert maps from Hammer to Radiant?
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Postby Shoe » Wed Apr 30, 2008 2:09 pm

HL1 BSP is very similar to Q1 BSP, iirc, so it's plausible.
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Postby morfar » Wed Apr 30, 2008 2:58 pm

Nexuiz can run your HL BSP files fine. So there is no NEED to convert them to Q3 BSP.
But you need to include all the wad files that it use :P And that can be dangeroues since they are most likley copyrighted by Valve.

So yeah, it might be smart to convert them to Q3 format and re-texture it with free textures.
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Postby qqqwwweee123234 » Fri May 02, 2008 7:06 am

morfar wrote:Nexuiz can run your HL BSP files fine. So there is no NEED to convert them to Q3 BSP.

Yeah,Simply copy .bsp and .wad files. Nexuiz can run the cs map. I really glad I do need to do extra work. But some entities are not compatible .

morfar wrote:But you need to include all the wad files that it use :P And that can be dangeroues since they are most likley copyrighted by Valve.

So yeah, it might be smart to convert them to Q3 format and re-texture it with free textures.


Just for myself study. :lol: Thanks.
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Postby HarryButt » Fri May 02, 2008 5:45 pm

So, where exactly am I supposed to insert the .bsp- and .wad-files?
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