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.
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.
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=-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… :-/
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.
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=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?
Get latest GTKRadiant, basically it is always bundled with the editor.
http://icculus.org/gtkradiant/downloads.html
Cheers, that worked.
…but what a waste of time Was hoping to make some prefabs from various RTCW maps, but they just come up jumbled.
Try q3map2 from netradiant.
http://www.icculus.org/netradiant/files/netradiant-1.5.0-20120301-win32-7z.exe
[QUOTE=WL6;472649]Cheers, that worked.
…but what a waste of time 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.
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
[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?
couple here. one has a control tower
http://www.gamefront.com/files/listing/gamingfiles/Return_to_Castle_Wolfenstein/Maps/Prefabs
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.
[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.
Can you confirm the textures offset has been kept? See the wooden panel in the editor
Really, if some buggy maps with unreachable author can be decompiled that fine, it would be a good news!
[QUOTE=Mateos;473273]Can you confirm the textures offset has been kept? See the wooden panel in the editor
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.