Quake 3 .map can work in TGE???
by Ben "Djaggernaut" Chavigner · in Artist Corner · 07/02/2002 (2:03 am) · 57 replies
I was working on a mod for Quake 3 but this game is old now, so I was wondering it was possible to have a Q3 .map format converted to .dif...
Does someone has ever tested, or have an answer?
Thanks, :-)
Does someone has ever tested, or have an answer?
Thanks, :-)
#2
If anyone has more infos, I need to convert something like 7-8 maps! :-(
I'll speak a bit more about this project as soon as I can.
07/03/2002 (4:48 am)
ok, thx for the reply... :)If anyone has more infos, I need to convert something like 7-8 maps! :-(
I'll speak a bit more about this project as soon as I can.
#3
07/10/2002 (5:27 pm)
I simply opened QuArk in Q3 gamemode, copied the brush entities I wanted, closed that map, opened a new map in Torque game mode, and paste. You can also import lights and do global entity parameter changes.
#4
07/14/2002 (9:40 am)
I wouldn't expect Quake3 maps will port over to Torque all that well.
#5
07/14/2002 (7:32 pm)
Q3/HL maps port just fine.
#6
Any suggestions?
08/29/2003 (6:19 am)
Desmond, did you have any problems with the textures? for some reason, Quark can't find my textures. Is there something special you have to do? I've tried opening up the map in the textures root directory plus many other things. I have even converted all Quake tga images to png images.Any suggestions?
#8
www.qeradiant.com/?data=legal
08/29/2003 (6:48 am)
Gtkradiant licenseQuote:
Legal information
QERadiant, Q3Radiant and GtkRadiant are Id software products:
* The editors are free for non commercial use
* GtkRadiant is open sourced under a proprietary License from Id software.
* Commercial use requires a License from Id Software, which can be obtained independently from any engine License. See Id Software Technology Licensing page for more information.
www.qeradiant.com/?data=legal
#9
08/31/2003 (3:52 pm)
Q3 maps will convert fine except for the patches.
#10
Also, in Quark, I opened up my Q3 map in Q3 mode. I tried selecting everything an copying it and that doesn't work either. The copy is grayed out.
Any help would be appreciated! Thanks!
09/01/2003 (9:24 am)
For some reason I can't seem to get this to work (map2dif). I've got all TGA textures in PNG format and left all JPGs as they were. The TGA and duplicate PNG files reside in the same directory. I get an error that states that textures are not in 24bit or 32bit format, when all of them are in at least 24bit format. Weird.Also, in Quark, I opened up my Q3 map in Q3 mode. I tried selecting everything an copying it and that doesn't work either. The copy is grayed out.
Any help would be appreciated! Thanks!
#11
No TGA files exist in my root texture directory.
I ran map2dif and got the following error: "Only 24-bit RGB or 32-bit RGBA allowed!"
Both my JPG and PNG file formats are 24-bit.
What's my deal here? Anyone? Would anyone like to try it themselves? ALL I NEED IS JUST TO HAVE THIS MAP CONVERTED INTO A DIF!!! EUGH!!!!
09/03/2003 (12:19 pm)
Okay, I've totally gotten rid of all of my tga files and have converted them to png files. This is correct, right?No TGA files exist in my root texture directory.
I ran map2dif and got the following error: "Only 24-bit RGB or 32-bit RGBA allowed!"
Both my JPG and PNG file formats are 24-bit.
What's my deal here? Anyone? Would anyone like to try it themselves? ALL I NEED IS JUST TO HAVE THIS MAP CONVERTED INTO A DIF!!! EUGH!!!!
#12
I use UniView to convert my Quake 3 tga's into png's and it works great!
I would recommend that you put the textures in the same folder as the .map file.
09/03/2003 (12:49 pm)
Adding Targa Support to TGEI use UniView to convert my Quake 3 tga's into png's and it works great!
I would recommend that you put the textures in the same folder as the .map file.
#13
In the meantime I'll check out UniView.
09/03/2003 (6:47 pm)
Currently I have the map file in the /textures/ directory (where my textures are). A few textures are in /textures/otherdirectory/ which is fine since the map was designed with a few textures in different subdirectories of the /textures/ folder. Do you think this is a problem?In the meantime I'll check out UniView.
#14
When you save out in TGE compatible .map format (different from q3 .map format as covered above) you will lose all of the subdirectory info and only be left with the texture name.
09/04/2003 (5:14 am)
Yeah....with TGE the textures have to be in the same directory or in a directory *above* the map file not below, so you are going to have problems with your current setup. I know this is completely counter to the quake 3 methodology but it makes sense when you have mutliple interiors sharing the same texture set (look at /example/fps/data/interiors/evil1) and you don't want to have to enforce a hard-coded path.When you save out in TGE compatible .map format (different from q3 .map format as covered above) you will lose all of the subdirectory info and only be left with the texture name.
#15
If I have textures in /textures/plants/* and in /textures/birds/*, I should move all of these into /textures/* (* indicating where the textures reside)? So all textures should be in /textures/* where * indicates the location of all of the textures and the map file? I would not have to change my quake map texture reference locations would I?
09/04/2003 (6:22 am)
Matthew,If I have textures in /textures/plants/* and in /textures/birds/*, I should move all of these into /textures/* (* indicating where the textures reside)? So all textures should be in /textures/* where * indicates the location of all of the textures and the map file? I would not have to change my quake map texture reference locations would I?
#16
09/04/2003 (6:36 am)
Map2dif doesn't compile any paths... doesn't matter where your textures are when you build the map. Just put them in the same directory as the .dif file if you want them to show up in the game afterwards.
#17
In other words map2dif will require the textures to be accessible by TGE standards (same or higher folder).
Virtual,
Yes, copying *all* of the textures to the same folder where the .map exists is the easiest solution. Changing your texture reference locations depends on if you want to maintain multiple copies of the textures.
09/04/2003 (6:53 am)
Map2dif doesn't compile any paths into the .dif but it does have to open up every texture referred to in the .map in order to get the sizes for texgen calculations.In other words map2dif will require the textures to be accessible by TGE standards (same or higher folder).
Virtual,
Yes, copying *all* of the textures to the same folder where the .map exists is the easiest solution. Changing your texture reference locations depends on if you want to maintain multiple copies of the textures.
#18
I placed all of my textures into one folder called textures. There are no subdirectories of any kind. When running map2dif with the map file in the texture directory, I still get the 24-bit/32-bit error. That's weird since all of my textures are 24-bit png and 24-bit jpg.
To note, my map is a Quake 3 mod, and not an actual map taken from the game of Quake 3. The mod, which is called QuakeCampus is the map file itself with its own textures and so forth. Would this make a difference? Also, would I have to reference Quake 3 in any way (files, exe, etc)?
09/04/2003 (1:42 pm)
Matthew,I placed all of my textures into one folder called textures. There are no subdirectories of any kind. When running map2dif with the map file in the texture directory, I still get the 24-bit/32-bit error. That's weird since all of my textures are 24-bit png and 24-bit jpg.
To note, my map is a Quake 3 mod, and not an actual map taken from the game of Quake 3. The mod, which is called QuakeCampus is the map file itself with its own textures and so forth. Would this make a difference? Also, would I have to reference Quake 3 in any way (files, exe, etc)?
#19
First, you are working with a .map file and not a .bsp, right?
Secondly, you did open that .map up in Quark in Quake3 mode and copy/paste everything over to Quark in Torque mode (not sure of the details but that is how it has been described)?
Then you placed the new Torque formatted .map file in the same folder as all of the textures? Make sure that the only textures it uses are the ones that come with it. If it refers to any Quake3 textures you will need to include them (watch that licensing). You are also going to have to make sure there are no shaders applied (I think saving it to Torque format will reveal any of those).
You ran map2dif.exe/myMap.map (no other switches are needed or recommended)?
If that is what you are doing and it is still failing, I would first recommend converting all of your textures to 32-bit (24 doesn't always mean 24 in some apps).
If it still failing then the only thing I can recommend is emailing the map to me (matt@rustycode.com) and letting me take a look. I will certainly consider myself under NDA for anything you send me. You can also catch me in the the GG irc channel 8-5 EST M-F if you need special arrangements (like ftp). I have a couple of utilities I have built that can help us identify the problem.
09/05/2003 (6:17 am)
Ok, just to make sure a couple of things are clear:First, you are working with a .map file and not a .bsp, right?
Secondly, you did open that .map up in Quark in Quake3 mode and copy/paste everything over to Quark in Torque mode (not sure of the details but that is how it has been described)?
Then you placed the new Torque formatted .map file in the same folder as all of the textures? Make sure that the only textures it uses are the ones that come with it. If it refers to any Quake3 textures you will need to include them (watch that licensing). You are also going to have to make sure there are no shaders applied (I think saving it to Torque format will reveal any of those).
You ran map2dif.exe
If that is what you are doing and it is still failing, I would first recommend converting all of your textures to 32-bit (24 doesn't always mean 24 in some apps).
If it still failing then the only thing I can recommend is emailing the map to me (matt@rustycode.com) and letting me take a look. I will certainly consider myself under NDA for anything you send me. You can also catch me in the the GG irc channel 8-5 EST M-F if you need special arrangements (like ftp). I have a couple of utilities I have built that can help us identify the problem.
Torque Owner Tom Vogt
note that some people here believe that the gtkradiant license forbids using it for anything but quake3 mods.