[Gtkradiant] Converting q1 maps to q3
Cobalt
cobalt at tekbotctf.com
Fri Mar 13 17:40:52 EDT 2015
Hi
Im back on this list again after leaving it a while ago because there was no
support on the old q1 style BSP maps.
I recently decided I want to convert all the stock q1 ID maps to Q3 for my
DP mod. The people in the Quark forums said to import the .map in when in q3
mode, which I did, and was able to then save the map in the q3 format. I was
told to next compile in Netradiant. I already still had GTK installed, so I
tried with that in a compile mode that was something to the effect where it
tried to salvage the light? It did compile and the conversion was more or
less not a total failure, as apparently I didnt have all the textures pathed
properly (Im intending to use the .tga type textures from the QRP Quake
retexturing project).
I also realized I have Netradiant because I also have Nexiuz. Would there be
a difference using this over GTK ? Also since q3 format dont use texture
wads, how are they placed in directories with regards to the radient
installation?
Also the water and skies are compiled as solids, and I am told these have to
now be shaders. I am new to q3 type mapping, but there is some pretty water
packs for DP that you merely drop in as pk3 files and they take care of the
rest, so how would we take these brushes that are being incorrectly compiled
as solid and get them to compile correctly? Any help appreciated.
==
Cobalt
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