Forcing RTCW Compatibility


(outerspaceapple) #1

hello,

I seem to be having a problem. I am attempting to convert a Mohaa .bsp map file to an rtcw .bsp file. whenever i run the file in rtcw, it says incorrect version number, 19 should be 47. when i convert the file with q3map2 (without any options), it gives me a similair error, but it says incorrect version number, 46 should be 47.

It looks like i’m moving in the right direction, but; how can i force q3map2 to compile the .bsp file in ‘version 47’ (rtcw)?

thx,
-WM-TriggerEd


(SCDS_reyalP) #2

It is quite likely that MOHAA uses features in it’s .bsp which are not compatible with RTCW, and lacks things with RTCW expects. Just changing the version number will not help you with that.

That said, if you are getting version 46 (used for q3) you need to pass -game wolf to get version 47.

Even if you do manage to pull off the conversion, distributing the converted bsp is almost certainly illegal.


(outerspaceapple) #3

Hi again,

Well, i entered -game wolf, and it compiled better, except for 1 thing. It now gives me the error that “map has no shaders.” About the bsp file being illegal to distribute, have you ever played the q3dm17 map ported to rtcw? if in fact converting the mohaa maps to rtcw is illegal, then wouldnt converting q3 maps to rtcw be illegal also?

Write me back, i dont wana get sued or anything if i’m successful, but if worst comes to worst, i just wont distribute the map.


(SCDS_reyalP) #4

Yes. Just because id and activision didn’t choose to take action does not make it legal. If you see someone speeding and not getting arrested, do you assume that speeding is legal ?

For q3dm17, the situation is slightly different, because the .map file was one of the examples provided with q3. That doesn’t make it legal either, but does mean that it was widely distributed for free.

I am not saying that you will get in trouble from EA, or id or activision if you do this (whether you do or not is up to them), just that it isn’t legal.

Oh, and I’m not a lawyer, and my posts are not legal advice :moo:


(outerspaceapple) #5

Hey,

Well, In that case, I guess i’ll keep tryin to convert it, i just wont distribute it. In the meanwhile, do you know of any fixes for the “map has no shaders” problem? If you dont, thats ok, I’ll figure it out eventually. Its just that the Q3Map2 Manual isnt very extensive :slight_smile:

thx,
-WM-TriggerEd


(wudan) #6

Waitaminute - Q3Map2 is doing the conversion?


(outerspaceapple) #7

Yeah,

Is there a better program i should use?


(SCDS_reyalP) #8

Are you sure it is actually converting or is it just giving you an empty .bsp ? I certainly wasn’t aware that q3map had this capability.

Anyway, as I said before, the different games have different features in their .bsp files. In the case of going from q3 to rtcw you could just change the version number, but that is not necessarily true of other q3 engine games. If you really want to do this, you will most likely have to get an idea of the .bsp formats from the q3map2 code, and either make your own version of q3map, or edit the files with a hex editor.

You may find this useful
http://www.gametutorials.com/Tutorials/OpenGL/Quake3Format.htm

The q3map2 code can be found at
http://zerowing.idsoftware.com


(outerspaceapple) #9

Hey,

You know, i never really checked to see if my .bsp files truly had anything in them or not… I guess i could just check the file size, and see if it’s anything close to what the origional was. Perhaps if i referenced some of the texture files in the .pk3’s from MOHAA, it would work; although i’m not entirely sure how to do that.

My main computer is currently away, it should be back in a few days. Until then, i can use my backup computer to do some of the .bsp file stuff, but it doesnt have apple developer tools, so i couldnt custom compile q3map2.

Thanks for the help,
-WM-TriggerEd


(duke'ku) #10

If it’s running Mac OS X you can just download the dev tools at developer.apple.com.


(outerspaceapple) #11

well, its 300meg.

I got my regular computer back anyway. anywho, you were right when u thought that the .bsp file genereated by q3map2 was probably blank. I guess i’m gona have to reference the MOHAA textures somehow in q3map2.

got any suggestions?
-WM-TriggerEd


(SCDS_reyalP) #12

As far as I know, q3map is not capable of doing what you want to do. In fact, from what I can tell, gtkradiant and q3map2 doesn’t support MOH at all.

The only way I can see of doing it is by making your own program to do the conversion (based on the q3map2 code, perhaps), or manually hex editing the .bsp file. In either case, you will have to reverse engineer the MOH .bsp format, and manually deal with whatever elements don’t translate directly to RTCW.
An interesting excercise to be sure, but not a trivial one either.


(outerspaceapple) #13

Aight,

Well thanks for the advice. I’ll search around for any MOHAA sdk’s, or the equivalent. I’ll post here again if i’m successful.

thanks again,
-WM-TriggerEd - RTCW gamer