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Member 343 posts
Registered: Feb 2006
Almostlost Added
Hektik has gone into beta mode again. Too bright, people say, too little ammo they say ! ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 343 posts
Registered: Feb 2006
It is fixed in the version in post #1 ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 343 posts
Registered: Feb 2006
Added a new version of Vertical Vengeance Now with teleports and stuff really hope it's playable. Test if you like q1q3vertical_beta5.zipProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 343 posts
Registered: Feb 2006
Will anyone put Vertical on their server? ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 55 posts
Registered: Oct 2011
Will anyone put Vertical on their server? Done! EDIT: Hem.. What about the textures folder? BaseQ.fr Administrator o/
Member 343 posts
Registered: Feb 2006
It's for clients ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 55 posts
Registered: Oct 2011
Ah, alrighty then! So the map is uploaded, have g... Hem, fun o/
|- Map Added too. v
(Edited 2014-05-07, 20:59) BaseQ.fr Administrator o/
Member 343 posts
Registered: Feb 2006
First beta release of Toxicity added q1q3toxicity : need bugfix and beta testing : q1q3toxicity_beta5Got FBCA waypoints for test purpose a bit bug'd ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Administrator 1265 posts
Registered: Jan 2006
I wish someone could organize a duel tournament using these maps.. for q3 players only, as an "introduction" or "remember" Quake. who knows, they might stay a bit longer than the tournament itself if there's another tournament starting soon.... maybe salvation even?
if there is such person, im sure he would be helped by others in admining, configuring phptourney or equivalent, writing news in esreality, etc. it could be done. now im thinking about getting casters, league coverage, etc. it could be done with a handful of admins im sure.
i could hang in irc during the day and do admining part until 19cet. I also believe it could happen several times. never argue with an idiot. they'll bring you back to their level and then beat you with experience.
Member 142 posts
Registered: Jul 2013
As an experienced and highly talented and highly skilled and extremely smart QuakeLive player, I assume I can speak out for the Q3/QL community, so ask any questions.
Member 48 posts
Registered: Mar 2011
OMG very nice maps! Perfectly made in its details, impressive. I must ask if anyone has made fbca waypoints for it?
q1q3almostlost : need beta testing : q1q3almostlost_beta4 q1q3cure : need ideas/test/bugfix : q1q3cure_beta8.zip q1q3dm7 : need some bug fixing : q1q3dm7_beta4.bsp q1q3dm14 : Finished (24bit & FBCA Waypoint) : q1q3dm14.zip q1q3fheights : need work : q1q3fheights_beta4.zip q1q3houseofdecay : planned : n/a q1q3hektik : need further beta testing : q1q3hektik_beta6.zip q1q3ospdm5 : Finished (24bit & FBCA Waypoint) : q1q3ospdm5.zip q1q3monsoon : Finished (24bit & FBCA Waypoint) : q1q3monsoon.zip (mirror) q1q3overkill : need retexturing, and beta testing : q1q3overkill_beta6.bsp q1q3phrantic : Finished (24bit & FBCA Waypoint) : q1q3phrantic.zip q1q3sinister : planned : n/a q1q3solid : Finished (24bit & FBCA Waypoint) : q1q3solid.zip q1q3thunderstruck : Finished (24bit & FBCA Waypoint) : q1q3thunderstruck.zip q1q3toxicity : need bugfix and beta testing : q1q3toxicity_beta5 q1q3trinity : need beta test and bug search : q1q3trinity_beta4.zip q1q3vertical : need beta testing q1q3vertical_beta5.zip q1ra3map5 : working on light and weapon placements : n/a Amd Phenom II x4 955 Black Edition 3.2GHz : Corsair Vengeance 2x4GB DDR3 1600MHz : MSI GeForce N560GTX-Ti Twin Frozr II 1GB : benQ XL2410T LED 23.6" 1920x1080 120hz 2ms : Microsoft Explorer 3
Member 343 posts
Registered: Feb 2006
The finished maps has FBCA waypoint files in the zip as written The unfinished maps will have, when somebody test it and gives me some second opinions ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 48 posts
Registered: Mar 2011
Oh right Mick! So much I was excited that even hadn't seen the waypoints hehe.
Man, you are the man! Great work! QW 4ever \,,/ Amd Phenom II x4 955 Black Edition 3.2GHz : Corsair Vengeance 2x4GB DDR3 1600MHz : MSI GeForce N560GTX-Ti Twin Frozr II 1GB : benQ XL2410T LED 23.6" 1920x1080 120hz 2ms : Microsoft Explorer 3
Member 343 posts
Registered: Feb 2006
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 5 posts
Registered: Feb 2014
Will these work with standard quake? Nevermind, I got them to work. They just don't work in single player mode.
Member 5 posts
Registered: Feb 2014
There is quite a number of Q3 maps ported already... they were converted somehow also... I have the following: - q3dm6qw
- q3dm13qw
- q1_q3dm6
- q1_q3dm13
- q1_q3tourney2
- cpm1qw
- cpm3a
- cpm3qw
- cpm5qw
Is there somewhere I can download these maps? I haven't been able to find: q3dm13qw q1_q3dm6 q1_q3tourney2
Member 232 posts
Registered: Feb 2006
Member 5 posts
Registered: Feb 2014
Thanks. Now the only one I'm missing is q3dm13qw.bsp
Member 343 posts
Registered: Feb 2006
Made a tutorial with tips to convert Quake3 maps to QW, mainly for me 2 remember the steps ***************************************** * How to convert a Q3/QL map to Q1/QW * * by Mick 24 - 05 - 2014 * * * * v1.0 * *****************************************
This tutorial are written for the main purpose of remembering the steps to convert maps to Quakeworld.
Step 1: Decompile the brushes of the Quake3 maps. *********************
If you're not familiar with Quake mapping you probaly don't know what a Brush is. It's the building stones of the map. The walls, floors and stuff. The 3D terrain.
Currently I use 2 versions of the Q3Map decompiler. The Q3Map 2.5.80 to do the compiling and the Q3Map 2.5.16 to get a list of texture names, to be replaced later on.
First you will need the Q3_Mapname.bsp file that you wish to convert The easiest way is to locate the the Q3Map dir. Place the .bsp file in the dir and make a .bat file with the following commands.
q3map2.exe -convert -format map Q3_Mapname.bsp pause After the decompiling, you will have a Q3_Mapname.map file, that is the file you'll be working with from now on.
When using the Q3Map 2.5.16 the decompiler will make a list of WARNING: Couldn't find image for shader textures/dir_name/texturename Save this list somewhere.
dir_name/texturename is the important part
Step 2: Replacing textures. *********************************************
You will have to make some .wad files with all the Q3/QL textures in them. I'll not cover howto in here. But a good Batch Converting program to use is T2Q (texture2quake.exe) and because the file lenght of the image files can't be as long as in Quake3 you'll have to shorten them. I use Ant Renamer 2.1 to remove vocals and stuff. TexMex is the program to make the WAD files.
The easiest(fastest) way I found for replacing textures is by using Worldcraft3.3 with the Quake adapter. You'll have to convert the WAD to HLWAD, the program has a converter for that in the /texture folder. And this is here the wad files goes, as well.
Add the new HLWAD files to the to the WAD list TOOLS -> OPTIONS -> TEXTURES
Now take the the texturename list from Step 1 and search and replace every single texture in the map. This does not mean that the textures are placed 100% correctly, it just means that 'most' brushes got the right texture, and you can save some time.
One important thing when using this method is, that in worldcraft the / (slash) is \ (backslash). So when searching the textures here is an example.
Search for: base_light\wsupprt1_12
Replace with: wspprt1_12
For some reason with this method, the textures are rotated 1 degree or something like that, but since you'll have to 'shift' all the textures to fit, you just have to remember to rotate it as well.
Step 3: Editing the map. *************************************************
Q3 maps got a lot of effects and shaders, meaning that you'll have to use your best mapping skill to reproduce the maps missing brushes.
You will also have to place all the Entities (items, weapons, light etc.) in the map.
I personally use BSP Editor to do the rest of the work, but use your prefered mapping tool.
Sources: http://www.quakeworld.nu/ http://www.bspquakeeditor.com/ http://quakeone.com/qadapter/ http://www.indiedb.com/groups/quakedb/downloads/texture2quake http://www.antp.be/software/renamer http://quakeone.com/files/9-mapping-developer-server-admin-tools/22-texmex-3-4/
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 343 posts
Registered: Feb 2006
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
News Writer 912 posts
Registered: Jan 2006
I checked out q3-overkill and i have to say it looks awesome. This is actually my favourite QuakeLive CA map. I have put it online on my servers: - nl.besmella.com:28501
- nl.besmella.com:28502
I put all the competed maps at the start of the thread up as well. I will also add them to the Miami and Los Angeles servers. Playing these maps I would recommend also using /airstep (to enable pm_airstep function) as the maps don't play so well otherwise.
Member 343 posts
Registered: Feb 2006
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
News Writer 912 posts
Registered: Jan 2006
There are 2 versions of q3dm13... - q1_q3dm13 - This has lots of bugs and is unplayable because of it. Don't use this version.
- q3dm13qw - This has all the bugs fixed by Muff1n from the above version. Use this.
Both can be found on nl.besmella.com:28501
News Writer 912 posts
Registered: Jan 2006
I found a bug in this map. Do you want me to record a demo or something so I can show you? I tested it on cpm4 in CPMA and it definitely isn't right. Also the problems I am finding with all of the q3>q1 conversions are this: - Vertically they are too big. The Q1 dude is smaller than the Q3 guy. I think they should be scaled down vertically only or maybe a small amount horizontally too. Perhaps we can test this? Rocket jumps and regular jumps that are possible in Q3/CPMA are not possible in QW.
- There are mini-stairs everywhere on these maps and without using pm_airstep (on ktx) where you can jump up stairs the maps can't be played how they were originally. Can the stairs be converted to ramps or even clipped as ramps but still look like stairs?
Member 343 posts
Registered: Feb 2006
I found a bug in this map. Do you want me to record a demo or something so I can show you? I tested it on cpm4 in CPMA and it definitely isn't right. Sure ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
News Writer 912 posts
Registered: Jan 2006
What is your email address so I can send u the demo
Member 232 posts
Registered: Feb 2006
To do with jumppad near RL?
News Writer 912 posts
Registered: Jan 2006
Member 343 posts
Registered: Feb 2006
Haha nice spot ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
News Writer 912 posts
Registered: Jan 2006
Did you see the bit at the end about the RJ?
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