Quake 3 maps in Nexuiz?

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Quake 3 maps in Nexuiz?

Postby Dokujisan » Fri Nov 10, 2006 6:12 pm

being / Player1 was telling me that some Quake3 maps will work in Nexuiz if they are using custom textures.

First, is that true?

Second, anyone know how to determine if a map is using all custom textures?
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Re: Quake 3 maps in Nexuiz?

Postby KadaverJack » Fri Nov 10, 2006 6:48 pm

Dokujisan wrote:First, is that true?

Yes, darkplaces supports Quake 1, 3 and HalfLife map formats. q3bsp is the "native" format for all maps bundled with Nexuiz.
But darkplaces doesn't support all q3 shaders, so some maps might have problems. Also q3 maps won't show up in the menu, because they don't have mapcfg files. So you either need to add those yourself or load them from the console with "map" or "changelevel".

Second, anyone know how to determine if a map is using all custom textures?

Load them into Nexuiz annd see how they look. You will notice If textures are missing. There will be bright white surfaces in that case.
Last edited by KadaverJack on Sun May 13, 2007 5:15 pm, edited 1 time in total.
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Postby divVerent » Fri Nov 10, 2006 7:08 pm

Example:
Image
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 being » Fri Nov 10, 2006 7:16 pm

For missing textures the quake retexturing project can come to the rescue sometimes (all opensource textures).
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Postby esteel » Fri Nov 10, 2006 8:14 pm

It was said already that the quake retexturing project might not be totally legal. Its nice in general But one would have to consult a lawyer first before using textures from them and releasing them together with a map! Most of their textures are BASED upon copyrighted stuff and if they are TOO equal to the original stuff it might indeed be illegal.
The same thing holds true for map remakes. The only chance to be legal is to start TOTALY on your own and NOT with original mapsources and to be different to the original. And EVEN then its a legal gray area!
Just to keep someone from getting trouble..
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Postby Dokujisan » Sun Nov 12, 2006 8:08 am

alright, I tried loading and playing some q3 CTF maps. I got a few of them to run, but the CTF maps didn't display any flags. I created mapcfg files for them, which set the game mode to ctf. No flags in site on any of the maps. Any suggestions?

Maybe if I find some decent ones, I could talk some of these guys into open sourcing their maps.
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Postby divVerent » Sun Nov 12, 2006 8:37 am

Yes, the entities might have different names.

But this is no big problem - when the map is loaded, type on the console sv_saveentfile. You then get an .ent file you can edit. And for example change the classname of the red flag entitiy to item_flag_team1 (no idea what it is in Q3A).
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 Dokujisan » Sun Nov 12, 2006 9:33 am

ahh, I did that and the file was created under /data/maps/
In that file, I found this

{
"spawnflags" "0"
"origin" "-1216 703 80"
"angle" "360"
"classname" "team_CTF_blueflag"
"gametype" "oneflag , ctf"
}


so I just change that to ...

{
"spawnflags" "0"
"origin" "-1216 703 80"
"angle" "360"
"classname" "item_flag_team2"
"gametype" "oneflag , ctf"
}


and then I change the red one to team1

is that right?
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Postby C.Brutail » Sun Nov 12, 2006 9:55 am

Exactly. However, you'll still have problems with shaders and all the other entities. And if you plan to host these maps on your server, 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.
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WE ARE NEXUIZ.
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Postby esteel » Sun Nov 12, 2006 12:14 pm

Well we could also make Nexuiz compatible with team_CTF_blueflag and team_CTF_redflag, thats just 8 4 lines of code..
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