Q3Map 2.5.6 - the endless summer


(ydnar) #1

Q3Map 2.5.6 - Matching Luggage Shop

Win32 (x86) - Linux (x86) (2.5.4) - Darwin/Mac OS X (PPC) (2.3.36) - Readme

Converts BSP files to map files. Use -convert -format map. Don’t steal, play nice. Back to sane versioning…I dropped the silly notion that 2.5.5 would be the Last Version Ever. :slight_smile:

Linux version forthcoming, we switched to SCons, and my Linux environment is still a little flaky. Working on it.

Also of note is the switch to GTK 2.0, so you’ll notice the DLLs are different.

From the readme:


2.5.6 (2003-08-15)

- New: can convert BSP files to MAP files via -convert -format map. Note: not
  perfect by any means, as certain pieces of data are irretrievably lost, such
  as func_group entities (including terrain specifics), brush face texturing
  info, and light/misc_model entities with Q3Map2-generated BSPs


2.5.5

- New: -scale N.N mode to scale the BSP
- New: -light -lomem switch to supress trace BSP optimization. This
  feature trades lighting performance for decreased memory usage
- New: Added negative light support (note: will not darken below _minlight value)
  might screw up radiosity, haven't tested much. Should work with entity
  lights, shader lights, sun/sky lights and radiosity. Lightfilter shadows
  tint negative lights too, so the end effect is subtraction of the color
- New: Lightstyle support for non-Raven (JK2/SOF2) games, including Quake 3,
  RTCW, ET, EF. Only works with lightmapped surfaces, use with care
- Fixed long standing terrain texturing bug, should produce exact desired
  results all of the time now. May require fixing alphamaps that were
  kludged together to accomodate this bug on existing maps
- Fixed bug (huh, wtf) causing misc_model surfaces to not be fogged
- Fixed bug where fog brushes wouldn't fog surfaces if a global map fog
  shader was present
- Fixed bug where -patchmeta surfaces were being ignored for raytracing
- Fixed long-standing bug where twosided surfaces were not correctly
  bouncing light. You can now have a foggy glass window that re-emits
  bright light with q3map_bounce 3.0 or so
- Fixed really stupid bug in radiosity with bouncing styled lights
- Stripping .map and appending .bsp in -info mode
- Fixed bug where tesselated brush face surfaces were not being fogged
- Twosided surfaces (using cull disable/twosided/none) are now lit twosided
- Added tighter tolerance for alphashadow/lightfilter shadowing to raytracer
  which fixed problem with double shadows from tracing near triangle seams
- Brush entities should now be properly fogged. Really.
- Styled lightmaps are no longer affected by _minlight (doh

BSP conversion gotchas:

  • Terrain, func_group, brush face texture/offset data is lost.
  • Q3Map2-generated BSPs do not have light or misc_model entities.
  • Brush models with origins will have an origin key. You will have to manually create any origin brushes if necessary.
  • Stuff like fur, cel-shading, patch-meta, and other wacko experiments like cloned brush geometry may or may not convert OK.

Enjoy!

y


(chavo_one) #2

Holy Crap! The bsp decompile is incredible! I can see the prefab sites exploding now!


(Valhue2) #3

So if one doesnt have the latest -beta of GTKrad… then will this new Uber Q3map2 still work with … say… 1.2.13? or will i specifically need to venture out and get the newest (hopefully stable) version of GTK?

V^2


(system) #4

Converts BSP files to map files. Use -convert -format map.

Sorry but this is the first q3map2 feature i totally dislike.
Call my pessimistic but every little kid thats not able to do maps himself will steal prefabs or parts of maps.
I don’t want to see my maps decompiled from other people. :frowning:
If i would want this i could release the .map file with my map.

You should add a little switch so mappers can “lock” their maps with q3map2. If someone tries to decompile a “locked” map he gets a message “This map is locked by the autohr.” or something.

I can see the prefab sites exploding now

Thas what i mean. Noone will ask or read the readme if it’s allowed or not. :frowning:


(Section11) #5

100% agree

congratulations for the most stupid q3map2 feature ever :frowning:

I really love your q3map2 but this was a wrong decision.


(MuffinMan) #6

i’m not going to sell my maps and i am a a fan of open source so i don’t need such a lock-switch, see it on the positive side - now we can learn from every map, even little kiddies still have a lot of work to do, it’s more work to build a map than just copy and paste prefabs


(system) #7

@Muffiman:

I’'m a fan of open source too and released prefabs taken from my maps. But the authors should have the decision to be part of open source or not.

it’s more work to build a map than just copy and paste prefabs

Not if they can do the basics and work in a grid 4 do the walls and stel allt the details from a wide bandwidth of maps. Here a cool tech-lamp from this map and there some nice pillars from that map.

The gamer don’t sees the different (because of missing mapping-knowlege) and the thief gots all the credits for other peoples work and the time they put into their ideas and building the stuff.
I dont’t have time to watch the www if parts of my map appear in other maps and write to newspages to bust theese maps from their webspace.


(pazur) #8

You should add a little switch so mappers can “lock” their maps with q3map2. If someone tries to decompile a “locked” map he gets a message “This map is locked by the autohr.” or something.

very good idea


(Davros) #9

q3 / rtcw bsp’s have always been decompilable with bspc…


(ydnar) #10

Relax, guys (and girls).

Unreal (and every offshoot of it) has had an open (source included) map format for years, yet has a thriving, original mapping community.

Doom III maps include the map source (see the recent QuakeCon presentation, there are many previews on the web).

Trying to stop people from copying or borrowing pieces of maps by “locking” a BSP or by not releasing perfectly valid code (reverse compiling does have legitimate uses) is the wrong approach. It’s the same sort of thought process behind outlawing reverse-engineering (DMCA), DVD regioning (giving MPAA territorial lockouts and enforcing artificial monopolies), DRM/copy restriction on CDs or other media, etc. In the same token, legislating it isn’t the right approach either.

Sure, breaking into someone’s home and taking stuff is illegal in most places; but there’s no law that says you have to be nice to people. (Most) people just do that anyway, because it’s the Right Thing To Do (again, this is a broad generalization) and because society functions much smoother because of it.

Sure, there will be a few instances of some asshole stealing someone’s map. But I think, by and large, mappers are a generally noble lot, and the maps anyone really plays aren’t going to have any of this, nor will the audience tolerate it. So it’s a self-correcting problem.

Anyways, people have been able to steal my textures and use them wherever, whenever, without giving credit, or in some cases ASKING before using in commercial games for-profit, but 99.9% of the people that do, do the Right Thing. I go after the people that don’t, and they all come around. Copyright, though woefully mangled by big-money corporate interests in the US, still has some use for the Little Guy.

Anyways, it’s early. :slight_smile:

y


(Section11) #11

Yes thats right but Unreal offers a more or less effective Copy Protection :wink:


(lennyballa) #12

Does this really work?? Cause, my harddisk catched a fire (Jeah it burned :banghead: :banghead: ), and my .map file was also on it. If this works i can convert it back to .map again :smiley: . Hope it works :stuck_out_tongue:


(Ubiquitous) #13

I don’t know if I have suddenly became DOS retarded, after working with it for many years… But is my syntax right?

C:\Program Files\Wolfenstein-EnemyTerritory\q3map2-2.5.6>q3map2.exe -convert -format c:\Program Files\Wolfenstein-EnemyTerritory\etmain\radar.bsp
2.5.6
1 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.6
GtkRadiant    - v1.3.11-beta Aug 15 2003 19:42:32
If your significant other is other than significant, is there another of significance?
VFS Init: ..//baseq3/

Unknown conversion format "c:\Program". Defaulting to ASE.
Loading C:/Program Files/Wolfenstein-EnemyTerritory/q3map2-2.5.6/Files\Wolfenstein-EnemyTerritory\etmain\radar.bsp
************ ERROR ************
Error opening C:/Program Files/Wolfenstein-EnemyTerritory/q3map2-2.5.6/Files\Wolfenstein-EnemyTerritory\etmain\radar.bsp: No such file or directory

(rgoer) #14

I, for one, don’t think there will be much of a problem…

First of all, you’ve got to be (at least somewhat) “in the know” in order to even have this knowledge at your disposal–how many “weekend warrior” mapping amateurs even know the name of the compiler that gets fired up when they pick “BSP -light -fullvis” from the Radiant menu? And of the few that actually came up with “oh, that’s easy: it’s q3map2,” how many of them actually know that you can get a different version of it than the one that came with their GtkRadiant installer? And now, how many of them know how to write their own .bat file with arbitrary switches? And then, how many would know how to impliment re-compiling a compiled .bsp with such an advanced switch as “-convert -format map” in their .bat file?

Those that know how to actually do it are those that actually make maps–and I like to give the community of accomplished, experienced mappers a little more credit. Those of us that are “in the know” seem to have a little more respect for the works of others; I can see this being used by the experienced few as a learning tool, but I doubt we’ll see any huge plagiarism epidemic pop up.

And besides: if somebody goes and decompiles some badass project of Fiesling’s (or something) and starts distributing prefabs from it, do you really think that he (and we) wouldn’t notice? If somebody started using ripped prefabs in their “maps,” that somebody would get torn down brutally for blatant plagiarism, and would, I feel, learn that lesson pretty quickly.


(ziege) #15

How is this converting part used? I’ve tried various ways of typing out the commands, and got various errors, but this one seems to start it working:

q3map2 -convert -map oasis.bsp

But it still gives the error: “oasis.bsp is version 47, not 46”


(ydnar) #16

The command for the map conversion mode is:

Quake 3:

q3map2.exe -convert -format map -v -fs_basepath C:/quake3 C:/quake3/maps/yourmap.bsp

RTCW:

q3map2.exe -convert -format map -v -game wolf -fs_basepath C:/wolf C:/wolf/maps/yourmap.bsp

Note, if you want to convert a RTCW map, you have to use -game wolf. With ET, use -game et, and so on…

Don’t forget to set the -fs_basepath switch. I stuck -v (verbose) in there for clarity.

y


(ziege) #17

Wonderful, thanks for the dummies explanation :smiley:


(Ubiquitous) #18

Well, pardon my inherent dumbness, but I keep getting directory errors, despite following the dummies directions… So much for self-esteem

C:\Program Files\Wolfenstein-EnemyTerritory\q3map2-2.5.6>q3map2.exe -convert -format map -v -game et -fs_basepath c:/map c:/program files/wo
lfenstein-enemyterritory/etmain/radar.bsp
2.5.6
1 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.6
GtkRadiant    - v1.3.11-beta Aug 15 2003 19:42:32
If your significant other is other than significant, is there another of significance?
--- InitPaths ---
VFS Init: c:/map/etmain/

        0 shaderInfo
Loading C:/Program Files/Wolfenstein-EnemyTerritory/q3map2-2.5.6/files/wolfenstein-enemyterritory/etmain/radar.bsp
************ ERROR ************
Error opening C:/Program Files/Wolfenstein-EnemyTerritory/q3map2-2.5.6/files/wolfenstein-enemyterritory/etmain/radar.bsp: No such file or di
rectory

You can sit upon your perch as the god of intelligence if you will, and laugh about how stupid I am… But I can’t get this to work.


(ziege) #19

I put q3map2 (with oasis.bsp) in c:\q3map2, then typed:

q3map2 -convert -format map -v -game et -fs_basepath c:\program files
_wolfensteinet c:\q3map2\oasis.bsp


(Ubiquitous) #20

Thanks for dealing with my stupidity with patience, bro. I am getting the same error you were getting earlier now, about the versions… Says it is version 46, not 47. Did you solve that problem?