by zuriastrad » Sat Jun 21, 2008 6:36 am
there is a method that might work, i've done it with quake3 maps. you decompile the bsp to an ase file using q3map2. then you can load that ase into gtkradiant and use it as a guide to build a fresh map. couple of points to consider though. firstly this is a very slow process and only worth considering if all else fails. secondly, unreal bsps might need to be decompiled in a different way.
having the whole map as an ase file is pretty unwieldy so i prefer to tidy it up in blender first, like so...
- import the decompiled ase file into blender
- merge all the component parts together into a single model
- remove doubles in edit mode
- scale map (if necessary)
- delete any unnecessary detail
- take individual rooms and break them off into separate models
- export each model to an ase file
- load all the ase files into gtkradiant
since the models all share the same object centre (from having been a single model at one point) they should line up perfectly in gtkradiant. you can then build a fresh map using the room models as guides, hiding/deleting each room model once you've finished building the room.
like i said, this is a very slow method, but it gives you a lot of control. the ability to scale the map up might be important since unreal and nexuiz might use different scales.