Conversion map to bsp -1 reply

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born4battle

I don't spend enough time here

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7th January 2007

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#1 10 years ago

I have a map from a different Quake 3 based game, in .map format. Is there any way I can convert it so it will be able to be opened by JKIII (JA).




Mikouen VIP Member

What?

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4th September 2005

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#2 10 years ago

You can simply open it in GtkRadiant and compile it as you would any other JA map.


I don't know how, and I don't know why, but this is totally Sheep's fault.



The One and Only

I R Scary Eyeball

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29th January 2004

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#3 10 years ago

Well, you can so long as you've changed all game-specific entities to their JKA counterparts.




CrashmanX

lol, I have my own Status

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5th March 2007

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#4 10 years ago

what about the Halo maps? could you do the same thing?




Mikouen VIP Member

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#5 10 years ago

No, because Halo maps aren't the same kind of BSP file. Plus they were never released in whatever-the-hell-source-format Halo uses.


I don't know how, and I don't know why, but this is totally Sheep's fault.



Yzmo

Modding a game > Playing it...

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19th May 2006

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#6 10 years ago

Halo maps are not BSP files at all, they use a completely different way of saving the map data.

Halo maps are made almost completely in 3dsMax, so if you have the max file, u could import that into radiant..




Mikouen VIP Member

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#7 10 years ago

Technically they are BSP files, as they use the .bsp extension. They're just a different type of BSP file.

Just as there are several different types of .doc file. There's four different Microsoft Word formats, unicode rich text format, and OpenOffice format, which all use the .doc extension.

It's all just semantic bullshit though, and I'm really only rattling on about it because I'm seriously bored. :clueless:


I don't know how, and I don't know why, but this is totally Sheep's fault.



The One and Only

I R Scary Eyeball

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#8 10 years ago

When I opened up Halo (Got bored playing it pretty quickly), the data was all in .map files...




Mikouen VIP Member

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#9 10 years ago

Halo's built on a heavily modified Unreal Engine 2.0, so even if the file extensions are similar, the files themselves are useless if you try using them in iD Tech 3.

Believe it or not, after that Master Chief model, people tried like hell to port Halo's maps, too. I distinctly remember having a good laugh about how ignorant those individuals were regarding how game software actually worked when they tried reasoning that "It's a .bsp, so it must be the exact same type of file!". That's like... not very logical reasoning at all, tbh. :uhm:


I don't know how, and I don't know why, but this is totally Sheep's fault.



Isla Kamamee

Awkward? You bet!

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28th August 2006

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#10 10 years ago

XD wow I laugh at those people with malice in each tone. Well, yeah, 3ds max almost all the way, cept for entity placement, and shaders mostly, There is a light compile done outside 3ds too. At least thats how it worked for Halo 2. Also there must be a scene root node in the level.




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