Converting .bps to .ase in NetRadient... how?

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  • I've been using q3map2GUI to convert .bsps to .ase up to now, but that no longer works after ditching MacRadiant.

    The commands I've tried so far are:

    [q3map2] -meta -v -patchmeta -subdivisions 2 "[MapFile]"
    [q3map2] -v -convert "[MapFile]"

    (first line; build .bsp, second line; convert it to .ase)

    All this does is give me a "map leaked" warning. Anybody know how to do this?
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Thu Jun 04, 2009 8:49 pm

  • i just can convert bsp to map... what is the positive by .ase?
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    Sven
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Thu Jun 04, 2009 9:01 pm

  • q3map2 -convert -format ase [mapname]

    you can also use the in game model decompiler to convert to .obj (don't remember the command atm)
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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    tZork
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Thu Jun 04, 2009 9:41 pm

  • tZork wrote:q3map2 -convert -format ase [mapname]

    I now have:

    [q3map2] -meta -v -patchmeta -subdivisions 2 "[MapFile]"
    [q3map2] -convert -format ase [mapname]

    Still gives me a "map leaked" warning. What tells the compiler to use the .bsp resulting from the first line instead of the orignal .map file?

    (Also tried replacing [mapname] with "[mapname]" and "[MapFile]". Same result.)
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Thu Jun 04, 2009 9:56 pm

  • Done some more experimenting. The "map leaked" warning happens in this line:

    Code: Select all
    [q3map2] -meta -v -patchmeta -subdivisions 2 "[MapFile]"


    I thought the "-v" line would prevent that from happening...?

    (it's a model, so of course the map leaks)
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Thu Jun 04, 2009 10:48 pm

  • put the "model" in a caulk box and add a info_player_deathmatch before -bsp. the box and the spawn will get removed when converting it to a ase.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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    tZork
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Fri Jun 05, 2009 9:38 am

  • tZork wrote:put the "model" in a caulk box and add a info_player_deathmatch before -bsp. the box and the spawn will get removed when converting it to a ase.

    That worked. Thanks.

    BTW: why is the info_player_deathmatch necessary? (I tried without it)

    In case somebody else has the same question I did, these are the build commands:

    Code: Select all
    [q3map2] -meta -v -patchmeta -subdivisions 2 "[MapFile]"
    [q3map2] -v -convert "[MapFile]"
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Fri Jun 05, 2009 9:48 am

  • Or, you can ignore the leak message and make two build menu items, one for -meta -patchmete, and one for -convert. Then the leak isn't a problem.
    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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    divVerent
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