Quake 3 maps in Nexuiz?

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Postby divVerent » Sun Nov 12, 2006 12:36 pm

there are for sure more entities of that sort... is there any documentation on that?
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 KadaverJack » Sun Nov 12, 2006 12:53 pm

divVerent wrote:there are for sure more entities of that sort... is there any documentation on that?

I guess the q3 entities.def file should be helpful....
Meanwhile i added team_CTF_redflag & team_CTF_blueflag
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Postby Shoe » Sun Nov 12, 2006 5:37 pm

Could OA media be used for replacement textures on Q3 maps in Nex? Maybe as a separate download with a link to OA's project page?
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Postby leileilol » Sun Nov 12, 2006 6:19 pm

Dunno how useful that would be, since OA doesn't have alot of textures. =0
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Postby Shoe » Sun Nov 12, 2006 7:07 pm

Is a full replacement set in the works, though, for full compatibility with mods and custom maps?
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Postby leileilol » Sun Nov 12, 2006 7:31 pm

yeah, except i'm not a texture artist, and neither is anyone else on the team.

Chris Holden stopped doing new textures as far back as September 2005 so we have to use what we got :O
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Postby Dokujisan » Sun Nov 12, 2006 11:24 pm

mind, that you cannot host any of the original id maps from quake3's pak0.pk3. Only home cooked levels that does NOT use any baseq3 textures.


I understand. I wouldn't want to use the official quake3 maps. However, if there are Q3 based maps that use some of the baseq3 textures, those textures will just show up as white. I checked a few maps and they appeared okay without the base textures.

But as far as shaders are concerned, that will affect things like lava, teleporters, jump-pads and the like? I saw a teleporter-looking part of a map that didn't function, so I assumed that was a shader that didn't carry over.

If I used these maps (after I get the flags to appear), will the missing shaders or textures cause any technical problems, such as client crashing or slow-down?
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Postby Shoe » Sun Nov 12, 2006 11:42 pm

Jump pads would be an entity problem.

Shaders are just visual things (primarily, at least); texture blending, for example, wouldn't work. I'd imagine that simple water-like effects (such as lava) would work fine.
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Postby C.Brutail » Mon Nov 13, 2006 1:11 am

Dokujisan wrote:[if there are Q3 based maps that use some of the baseq3 textures, those textures will just show up as white. I checked a few maps and they appeared okay without the base textures.


Please understand already, NO MAPS SHOULD BE HOSTED, THAT SHARE ANY MEDIA INCLUDING TEXTURES, MODELS, SOUNDS, OF ANY BASEQ3 ORIGINALS!

Shaders are scripts that tell the engine, how some surfaces should behave during the game, like animation, blending, stepsounds, anything that interfers with the player - lava, slime, water etc.

Basically, shaders that have multy levels doesn'T work in nexuiz. DP only understands the first two levels.
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Postby Dokujisan » Mon Nov 13, 2006 2:30 am

Please understand already, NO MAPS SHOULD BE HOSTED, THAT SHARE ANY MEDIA INCLUDING TEXTURES, MODELS, SOUNDS, OF ANY BASEQ3 ORIGINALS!


Hey, using ALL CAPS is not going to make it more clear. ;-)

My point is that the media (be it textures, sound, whatever) is not on the server or on the client, so there is no problem from a legal standpoint. The baseq3 media is not being used at all. Some of the maps reference the baseq3 media, but the media is not there, so the textures appear as white. Copyright applies to the use of the media itself, not pointers to it. Entities that appear are Nexuiz entities. Models are either custom or they are Nexuiz models.
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