bsp file format, rtcw - et


(ailmanki) #1

I am updating a program I wrote 2 years ago (ETPK3STATS), and I wanted to check the bsp for the game it has been compiled for.

Whereas I discovered that rtcw and et share the same flag: 47 ?
at hex position 4…
Is there a value I can check in the bsp ? Else I know that the mapscript contains some big differencies I can check for…
(sof and moh, I just downloaded 2 maps and checked that hex field… further testing required, stilll looking for more stuff)

sof = 01
moh = 04
q3 = 46
rtcw = 47
et = 47

And if rtcw and et share same bsp type. Does this mean they are completely compatible? I was able to load a map in et, after removing the mapscript (sure the mapscript is very important for a map!).
Cause if its compatible, it would maybe be a great idea to port some maps to either game (if the author allows to).
Thinking further of it, et should have been an expansion pack. I suppose SD had in mind the compatibility …

edit: foun q3map2 source … :slight_smile: I still wonder though if anyboy knows something about the compatibility


(stealth6) #2

I heard there is a way to convert easily from quake3 to ET, and rctw is along the same lines, so i guess it should work, maybe some problems with hunkmegs though. (I think it’s hunkmegs)


(kamikazee) #3

I’m sure Jaquboss knew it, and I believe carnage had though so as well.

The main problem with running RtCW maps on W:ET are entity differences and the map script updates, but the worst problem is the command map. W:ET versions older than 2.60 crashed when you hadn’t specified the command map data.


(SCDS_reyalP) #4

The actual BSP formats are pretty much compatible between RTCW, ET and even Q3 (if you change the version number)

One difference in ET is AFAIK it will not use internal lightmaps

There isn’t any specific way to distinguish ET from RTCW BSPs, but you could probably make a good guess based on worldspawn or other entity values.