Map Decompile [Tutorial]

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Map Decompile [Tutorial]

Postby g1ngerk1d on Mon Jun 28, 2010 1:00 pm

Map Decompile

1. Put the .bsp u want to convert in the gtk radiant folder (C:\Program Files\GtkRadiant 1.5.0)
2. Click Start
3. Click Run
4. Type cmd, Then click OK
5. Type cd C:\Program Files\GtkRadiant 1.5.0 and click enter ofcourse
6. Then Type q3map2 -game wolf -convert -format map mapname.bsp and again, click enter
7. Check your Gtk Radiant Folder For Your .map file.

Note: Not all textures will remain in the .map file, some will be lost.
g1ngerk1d :o)
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Re: Map Decompile [Tutorial]

Postby Dinius on Mon Jun 28, 2010 3:56 pm

http://en.wikibooks.org/wiki/Q3Map2

-game et :P

and, all textures DO remain, just that you'll be missing textures and shaders for some usually :-) (hence they'll appear to be missing in radiant)
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Re: Map Decompile [Tutorial]

Postby g1ngerk1d on Tue Jun 29, 2010 2:40 pm

I used to use this in RtCW, so I am guessing that it should work on ET too (?)
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Re: Map Decompile [Tutorial]

Postby $omator on Tue Jun 29, 2010 3:33 pm

and tctest also... tested
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Re: Map Decompile [Tutorial]

Postby 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/)
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