jk2ffa.freeforums.org

JKII 1.02 FFA Community
It is currently Fri Jun 23, 2017 7:13 am

All times are UTC + 1 hour [ DST ]


Welcome
Welcome to jk2ffa

You are currently viewing our boards as a guest, which gives you limited access to view most discussions and access our other features. By joining our free community, you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content, and access many other special features. In addition, registered members also see less advertisements. Registration is fast, simple, and absolutely free, so please, join our community today!



Post new topic Reply to topic  [ 12 posts ] 
Author Message
 Post subject: [Mapping] Ripping a .bsp to .map with q3map
PostPosted: Mon Feb 06, 2012 2:23 pm 
Offline
Site Admin
User avatar

Joined: Sat Sep 17, 2011 3:14 am
Posts: 1114
**.bat for converting .bsp to .map**

Put this code in a .bat and start it. The .bat and .bsp has to be in the radiant folder where the q3map2.exe converter is located.
If you start the .bat, it will ask you for the .bsp name. Just write it and it will be converted to .map.

For jk2/jka .bsp's
Code:
@echo off
color 1E
echo ==================================
echo *  SIMPLE WAY FOR .BSP TO .MAP   *
echo *                     TR!FORCE   *
echo ==================================
echo.
set /p BSP=Type the BSP Map Name:
q3map2 -game ja -convert -format map %BSP%
pause


For Quake 3 .bsp's
Code:
@echo off
color 1E
echo ==================================
echo *  SIMPLE WAY FOR .BSP TO .MAP   *
echo *                     TR!FORCE   *
echo ==================================
echo.
set /p BSP=Type the BSP Map Name:
q3map2 -game quake3 -convert -format map %BSP%
pause


gtkradiantsetup 1.4
http://www.file-upload.net/download-405 ... n.exe.html
For ripping the .bsp to .map without fucked up textures, use the q3map2.exe from the newest version of netradiant here (some maps will have fucked up brushes after ripping tho, anyways the textures are not bugged, so just combine both, 1.4 and netradiant, q3maps):
http://www.icculus.org/netradiant/files ... order=desc
Edit 1: *Update on this Netradiant texture solution* It doesn't work for me anymore in Win7. Under XP it did. I gotta figure out why that doesnt work, I guess :/
Edit 2: *XP doesn't work either anymore to me*

gtkradiantsetup140raven
http://www.file-upload.net/download-405 ... n.exe.html


GTK Radiant First Room
http://www.youtube.com/watch?v=BJI71pYvKDg


Attachments:
triq3map.png
triq3map.png [ 41.98 KiB | Viewed 3240 times ]

_________________
Spoiler:
ImageImageImage
Like my Father Before Me, I am An Assassin. http://youtu.be/JbldtyLgkEA
ImageImageImage
Top
 Profile  
 
 
 Post subject: Re: [Mapping] Ripping a .bsp to .map with q3map
PostPosted: Tue May 22, 2012 3:57 am 
Offline
Site Admin
User avatar

Joined: Sat Sep 17, 2011 3:14 am
Posts: 1114
English mapping tutorial:
http://www.richdiesal.map-craft.com/tut ... index.html

_________________
Spoiler:
ImageImageImage
Like my Father Before Me, I am An Assassin. http://youtu.be/JbldtyLgkEA
ImageImageImage


Top
 Profile  
 
 Post subject: Re: [Mapping] Ripping a .bsp to .map with q3map
PostPosted: Tue May 22, 2012 12:10 pm 
Offline

Joined: Sun Jan 15, 2012 9:26 pm
Posts: 200
ahaha this was the first jk-mapping tutorial I've ever read :D but only the first few lessons :>


Top
 Profile  
 
 Post subject: Re: [Mapping] Ripping a .bsp to .map with q3map
PostPosted: Sat Sep 08, 2012 7:11 am 
Offline
User avatar

Joined: Tue Jan 10, 2012 6:40 am
Posts: 187
Hey I can't seem to get radiant to load the jk2 textures. All I get are black and red squares. Help?

Ok well i got it to load textures now but the map I converted all the textures are horribly misaligned. Could someone please just upload a working converted ffa_bespin.map and maybe deathstar too? I would really appreciate it.


Top
 Profile  
 
 Post subject: Re: [Mapping] Ripping a .bsp to .map with q3map
PostPosted: Sat Sep 08, 2012 9:31 am 
Offline

Joined: Sun Jan 15, 2012 9:26 pm
Posts: 200
I could upload my ffa_bespin.map for public, all textures are manually fixed


Top
 Profile  
 
 Post subject: Re: [Mapping] Ripping a .bsp to .map with q3map
PostPosted: Sat Sep 08, 2012 12:16 pm 
Offline
User avatar

Joined: Tue Jan 10, 2012 6:40 am
Posts: 187
That would be great! All I want to do is change around the positions of some items on Bespin anyway.


Top
 Profile  
 
 Post subject: Re: [Mapping] Ripping a .bsp to .map with q3map
PostPosted: Sat Sep 08, 2012 5:44 pm 
Offline
Site Admin
User avatar

Joined: Sat Sep 17, 2011 3:14 am
Posts: 1114
Herpaderp wrote:
That would be great! All I want to do is change around the positions of some items on Bespin anyway.


Well you don't need to have fixed textures then except you wanted to build a new bespin. Because Item position is serverside! So you can just change and upload it on the server. Other people who join will see the item's new position ;)

_________________
Spoiler:
ImageImageImage
Like my Father Before Me, I am An Assassin. http://youtu.be/JbldtyLgkEA
ImageImageImage


Top
 Profile  
 
 Post subject: Re: [Mapping] Ripping a .bsp to .map with q3map
PostPosted: Sat Sep 08, 2012 10:19 pm 
Offline

Joined: Sun Jan 15, 2012 9:26 pm
Posts: 200
Okay here comes the tut:

1. Convert ffa_bespin.bsp to .map.
2. Open it in GTK Radiant and change all items you like.
3. Do only a "Q3Map2: (single) BSP -meta" build and close GTK.
4. Open the built ffa_bespin.bsp f.e. with notepad.
5. Search for "worldspawn".
6. Copy all the entity-data from the first { to the last } into an ffa_bespin.ent file.
7. Save it into the folder where your q3map2.exe is (GTK Radiant folder f.e.) and copy the _original_ ffa_bespin.bsp there too.
8. Create a "ent_to_bsp.bat" and write the following line into it:
q3map2.exe -game jk2 -onlyents ffa_bespin.ent
9. Start the .bat.
10. Finished! You modified the original ffa_bespin.bsp so it has your entities.


Top
 Profile  
 
 Post subject: Re: [Mapping] Ripping a .bsp to .map with q3map
PostPosted: Sun Sep 09, 2012 12:08 am 
Offline
User avatar

Joined: Tue Jan 10, 2012 6:40 am
Posts: 187
Cool, thanks! I just wanted to add a hidden stun baton and ysalimiri where people could find them :D


Top
 Profile  
 
 Post subject: Re: [Mapping] Ripping a .bsp to .map with q3map
PostPosted: Sun Sep 09, 2012 3:56 pm 
Offline
Site Admin
User avatar

Joined: Sat Sep 17, 2011 3:14 am
Posts: 1114
Nerevar wrote:
Okay here comes the tut:

1. Convert ffa_bespin.bsp to .map.
2. Open it in GTK Radiant and change all items you like.
3. Do only a "Q3Map2: (single) BSP -meta" build and close GTK.
4. Open the built ffa_bespin.bsp f.e. with notepad.
5. Search for "worldspawn".
6. Copy all the entity-data from the first { to the last } into an ffa_bespin.ent file.
7. Save it into the folder where your q3map2.exe is (GTK Radiant folder f.e.) and copy the _original_ ffa_bespin.bsp there too.
8. Create a "ent_to_bsp.bat" and write the following line into it:
q3map2.exe -game jk2 -onlyents ffa_bespin.ent
9. Start the .bat.
10. Finished! You modified the original ffa_bespin.bsp so it has your entities.


Why not just opening the .map, add entities and compile map back to .bsp - finish? lol. Who cares about original .bsp and textures if the server runs it only X_X

_________________
Spoiler:
ImageImageImage
Like my Father Before Me, I am An Assassin. http://youtu.be/JbldtyLgkEA
ImageImageImage


Top
 Profile  
 
 Post subject: Re: [Mapping] Ripping a .bsp to .map with q3map
PostPosted: Sun Sep 09, 2012 5:11 pm 
Offline

Joined: Sun Jan 15, 2012 9:26 pm
Posts: 200
I already had some shitty bugs on artus_topside by using the compiled .map, so imo that -onlyents compiling is the "safest" method but using ur own .bsp should work on bespin too mostly


Top
 Profile  
 
 Post subject: Re: [Mapping] Ripping a .bsp to .map with q3map
PostPosted: Sun Dec 22, 2013 3:28 pm 
Offline
User avatar

Joined: Tue Sep 03, 2013 7:03 pm
Posts: 2
Nerevar wrote:
Okay here comes the tut:

1. Convert ffa_bespin.bsp to .map.
2. Open it in GTK Radiant and change all items you like.
3. Do only a "Q3Map2: (single) BSP -meta" build and close GTK.
4. Open the built ffa_bespin.bsp f.e. with notepad.
5. Search for "worldspawn".
6. Copy all the entity-data from the first { to the last } into an ffa_bespin.ent file.
7. Save it into the folder where your q3map2.exe is (GTK Radiant folder f.e.) and copy the _original_ ffa_bespin.bsp there too.
8. Create a "ent_to_bsp.bat" and write the following line into it:
q3map2.exe -game jk2 -onlyents ffa_bespin.ent
9. Start the .bat.
10. Finished! You modified the original ffa_bespin.bsp so it has your entities.


Thank you so much!! I had problems with misconfigured and unfitted textures but now I can change music and other entities thank to you!
I am very appreciated, thanks again :D


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 12 posts ] 

All times are UTC + 1 hour [ DST ]


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Donate Now
Donate Now


Hosted by © 2017 FreeForums.org | Create a free forum | Powered by phpBB
About FreeForums | Legal | Advertise Here | Investors | Contact FreeForums.org
Report Violation
suspicion-preferred