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. 
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


. Hope it works 