by Dinius on Tue Jun 29, 2010 6:44 pm
The actual map decompiling is the same for every game iirc. Only difference is the bsp header, aka the game id\code, which for ET is 47 "/" and 46? for (.).. These are the 5th char of a .bsp file. A q3 bsp starts with IBSPX, where X is a character, and the dec value of that character is the "game id" so to say. Which is really utterly useless besides preventing one game from loading maps from another game, which would in almost every case work just fine if it was allowed, hence you could play e.g. q3 maps in ET without converting them.
But back to the point, I don't think (too lazy to test) q3map2 will give an error when u try to decompile it, hence if you use wolf, et or q3 it wont matter. Assuming I remember correctly on that part, it only matters what game you specify when you compile it, since et\q3\etc handles light and such a bit differently in some cases (some ET features will bug in q3, etc), hence decompiling is fine, but compiling from map to bsp needs (should) have this set correctly, especially since what you specify will decide the X in IBSPX and other games wont load it. (so if you compile for q3 and try to load with ET, itll start with IBSP. and ET wont load it since it requires IBSP/)