DECOMPILE/q3map2 HELP


(WL6) #1


I keep getting this message when I try to decompile a map, yet I’ve followed the commands for the bat file to the letter:

q3map2 -game wolf -convert -format map forest.bsp

What could be up?

The map is in the same directory with q3map2.


(-SSF-Sage) #2

I use this in my bat.

q3map2.exe -convert -format map -game wolf -v -fs_basepath “c:/games/gtk/” “c:/games/gtk/map.bsp”


(WL6) #3

[QUOTE=-SSF-Sage;472569]I use this in my bat.

q3map2.exe -convert -format map -game wolf -v -fs_basepath “c:/games/gtk/” “c:/games/gtk/map.bsp”[/QUOTE]

Same error occurs… :-/


(ailmanki) #4

q3map2.exe -game wolf -convert -format map -v -fs_basepath “c:/games/gtk/” “c:/games/gtk/map.bsp”[/QUOTE]
try specifing -game first. Else get a newer q3map2 version.


(W0lfMan) #5

Your q3map2 is too old. I have 2.5.11 and that command that you provided in your first post works for me.

Check the change log:
https://gitorious.org/nexuiz/netradiant/source/4b64a713a06f294cdc07182e8b5b60278730379f:tools/quake3/q3map2/changelog.q3map2.txt#L53

Get a newer q3map2.


(WL6) #6

[QUOTE=W0lfMan;472601]Your q3map2 is too old. I have 2.5.11 and that command that you provided in your first post works for me.

Check the change log:
https://gitorious.org/nexuiz/netradiant/source/4b64a713a06f294cdc07182e8b5b60278730379f:tools/quake3/q3map2/changelog.q3map2.txt#L53

Get a newer q3map2.[/QUOTE]

Yeah it must be an older version issue.

You’d think finding a copy of this bleeding tool would be easy… anyone know where I can find it?


(ailmanki) #7

Get latest GTKRadiant, basically it is always bundled with the editor.
http://icculus.org/gtkradiant/downloads.html


(W0lfMan) #8

Here is 2.5.11 for Windows:

http://shaderlab.com/q3map2/2.5/q3map_2.5.11_win32_x86.zip


(WL6) #9

Cheers, that worked.

…but what a waste of time :frowning: Was hoping to make some prefabs from various RTCW maps, but they just come up jumbled.


(ailmanki) #10

Try q3map2 from netradiant.
http://www.icculus.org/netradiant/files/netradiant-1.5.0-20120301-win32-7z.exe


(ronboy) #11

[QUOTE=WL6;472649]Cheers, that worked.

…but what a waste of time :frowning: Was hoping to make some prefabs from various RTCW maps, but they just come up jumbled.[/QUOTE]

Textures and other assets taken from a decompiled map will (most of the time) have misaligned texturing as well as some missing brushes/entities.
This is a known issue with the decompiling feature.


(Mateos) #12

That’s why ailmanki suggested NetRadiant one, as it is supposed to keep the texture position infos while decompiling.

Never tested myself though, would like to see if someone can confirm this :slight_smile:


(WL6) #13

[QUOTE=ailmanki;472653]Try q3map2 from netradiant.
http://www.icculus.org/netradiant/files/netradiant-1.5.0-20120301-win32-7z.exe[/QUOTE]

Here’s what happens when I try netgradiant:


A general question to all: if anyone has managed to decompile the RTCW maps successfully and have made any prefabs (tunnels, guard towers, etc)… could they post them?


(Nail) #14

http://www.planetwolfenstein.com/4newbies/mapping.htm#prefabs


(Nail) #15

couple here. one has a control tower
http://www.gamefront.com/files/listing/gamingfiles/Return_to_Castle_Wolfenstein/Maps/Prefabs


(ronboy) #16

I have some prefabs copied from various .map files (escape 1 & 2, mp_beach, mp_base, boss 1 & 2). I didn’t get these decompiled maps by decompiling them myself. Vicpas gave me the .map files for boss 1 & 2.
I usually make a prefab into a func_group, so it can easily be selected.


(ailmanki) #17

[QUOTE=WL6;472739]Here’s what happens when I try netgradiant:


A general question to all: if anyone has managed to decompile the RTCW maps successfully and have made any prefabs (tunnels, guard towers, etc)… could they post them?[/QUOTE]

add -force as parameter if I remember it correctly.


(WL6) #18

That worked, cheers!


(Mateos) #19

Can you confirm the textures offset has been kept? See the wooden panel in the editor :slight_smile:

Really, if some buggy maps with unreachable author can be decompiled that fine, it would be a good news!


(WL6) #20

[QUOTE=Mateos;473273]Can you confirm the textures offset has been kept? See the wooden panel in the editor :slight_smile:

Really, if some buggy maps with unreachable author can be decompiled that fine, it would be a good news![/QUOTE]

Unfortunately no, all the texture offsets are a mess (plus the map looks awfully buggy…), but there are still salvage items that can be taken, plus many that can be fixed/used as a template.