Just a quick question


(iamjackscolon89) #1

Just a quick question: where do trick jump maps get all of those replicas of the original maps? I thought the only original .map file that we had access to was goldrush? I have seen the old city wall from Siwa Oasis on several trick jump maps, just as an example. Do they construct them from scratch or something?


(TFate) #2

It’s possible to decompile maps using q3map2 (I just found this out recently). These decompiles aren’t perfect but are useful.

Create a shortcut to q3map2 and put something like this in the Target box:

“C:\Program Files\GtkRadiant-1.4\q3map2.exe” -convert -format map -v -game et -fs_basepath “C:/Program Files/Wolfenstein - Enemy Territory” “C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/mapname.bsp”

Simple as that.


(mortis) #3

It is possible but not legal to remove/duplicate brushwork from the stock maps by decompiling them. It wouldn’t be hard if you knew the dimensions and texture used on the ‘real’ oasis wall to be re-created in a different map, solely by simulating the original brushwork. I don’t think that is illegal. It is illegal (afaik) to directly chop up the map bsp and to create new maps, for instance cutting up the original maps to make an extended “RailGoldRush SeaBattery” map that combined elements from all three maps. Ripped terrain and brushwork tends to have ‘issues’ anyway.

When we do mods for maps, via etpro, we actually leave the original archive intact and add in modified game features, such as additional command posts, a fast or invulnerable tank, additional clip brushes, etc. This is not the same thing as putting a five finger discount on compiled terrain.

I have decompiled maps myself, not to steal terrain or brushwork, but to find out the coordinate location of items in the game and to physically view the location of the brushes for troubleshooting purposes. In the Raiders map, I opened the bsp in Radiant to find out the location of the exploit oil tanks to add clip brushes into the etpromapscript. In some cases, viewing the archive in Radiant is the only reasonable way to understand how the brushes work in the map. Many map authors will share portions of their maps and models as prefabs anyway, to save other mappers great deal of time by recycling map parts. SD released the .map of the entire Goldrush map, which is why there are so many funky versions of that map. As far as the Oasis wall in a trick jump map, it was re-created, used as a prefab, or blatantly hacked from the oasis.bsp file (that would have been very unwise).

–Mortis


(Ifurita) #4

Do they construct them from scratch or something?

yeah, … right :wink:


(TFate) #5

Let’s not turn this into a debate thread, though. He just wanted a quick question answered.