Q3Map 2.5.6 - the endless summer


(ziege) #21

I only got that error when I was using the wrong arguments (first post). Using the proper method it decompiled fine and looks pretty good in the editor too :slight_smile: It doesn’t compile again properly but I’m not worried about that. No idea why you’re still getting the error though :frowning:


(tubbie) #22

decompiled all of the et maps without any problem:

@rem to use this batch file, drop a .map file on it or run it from a dos window:
@rem > compile <mapname>

@set Q3MAP_PATH="C:\comp\q3map2.exe"
@set ET_PATH="C:\Program Files\Wolfenstein - Enemy Territory"
@set MAP_PATH="C:\comp\fueldump.bsp"

@set GEN_OPTIONS=-fs_basepath C:\wolfet -game et

@rem
%Q3MAP_PATH% -convert -format map %GEN_OPTIONS% -v %MAP_PATH%

-i’ve put q3map2 version 2.5.6 and all it’s dll’s in c:/comp
-put fueldump.bsp in c:/comp
-et is in c:/program Files/Wolfenstein - Enemy territory

saved the code above in c:/comp as bsp2map.bat
again it works for me :smiley:


(Valhue2) #23

whistles to himself in the back of the room

Yandar? any info about cross .dll migration (i dunno… it sounded technical in my head)

V^2


(DeAtHmAsTeR) #24

Do you need the new GTK for this version?

are there any better instructions for this q3map2?
since in the last update i just extracted 2.5.5 build 13 to my radiant directory - but this says make a new directory :???:

Also, is there a page with the list of all the commands when running it as a batch file?


(ydnar) #25

This version is based on GTK+ 2.0. This is the same as the newest GtkRadiant 1.3 builds. It isn’t absolutely necessary that you create a new directory for this version, as long as the files copied into your GtkRadiant directory do not have conflicts.

y


(system) #26

The ripping begins: http://www.splashdamage.com/forums/viewtopic.php?p=30920#30920

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?

You don’t have to be a genius to do a search in this forum and figure out how to make a .bat or operate the q3map2. :wink:

Just to notice:
It’s for 70% sure that some german coders will use the open q3map2 source to do a add-on for q3map2, so the -convert switch will be useless after the map is compiled with our tool.
We only need this “add-on” for final compiling so this will be not a big problem.


(MuffinMan) #27

so all you fear is kiddies using your bits as prefabs? or what is your intention in this? it’s only brushwork, you always could have a look at the entities, textures and script… a guy who could copy & paste a complete map from other maps could copy the stuff by hand as well, the bits never fit exactly to each other, there’s always work involved so you have to know how to use radiant…


(ziege) #28

Er, that’s from Goldrush, no decompiler needed there :slight_smile:


(onu) #29

Hell, I’m going to decompile some of the default Q3 maps and some of my own just so I can get an idea of what information is carried into the BSP format, and what information is discarded in the process of creating the BSP. I’ve read several explinations, but now I’ll finally have a good idea of why certain things happen in the compile process.

I like this -convert switch. Granted, I’d give just about anyone my .map if they asked…


(Emon) #30

If some jackass steals your map, talk to the site admins that host it and get it taken down. I’ve seen it work for years on other games.


(burzum) #31

I want a -lock switch or something else :bash:
Its great bullshit that everyone can decompile our maps :frowning:

Its like everyone can pull down your pants :banghead:


(chavo_one) #32

Don’t worry, size isn’t everything. :uhoh:


(WolfWings) #33

One problem with that thinking… the source code for Q3Map tools are generally available and findable on-line. And this functionality already exists in the older Q3Map toolkit chain. Find a copy of Q3Map, try running it with -bsp2map as a command-line option.

If you really want to hide things, use what he said, build your map out of things that are irrevocably lost when Q3Map2 compiles a map.


(NB-Man) #34

Thanx for the -convert map feature!
Quake editing has always been a “free” thing. I don’t know how anyone can expect to have a copyright on his l33t created map, created with tools that are freely available.
as mentioned before, many games offer that concept of learning from other mappers, quake2 maps could be decompiled easily with e.g. WinBSPC, and doom3 maps will be open sourced, too. every engine modification on quake1 & quake2 needs to be released with the source (because of GPL), i don’t hear someone being afraid of getting out his code there.
fiesling, grow up, there are not thousands of people waiting to decompile YOUR map and take the credits for it.

ydnar, i want to encourage you in working even more on that feature!
Thank you!


(ydnar) #35

Tread carefully, friend.

“Free” does not imply “public domain.” I am very much in favor of copyrights, and protecting the (limited) rights of creator to disseminate his/her work. I’m not a lawyer, nor can I pretend to know much about IP laws in other countries, but in the US, the act of creating something is the same as copyrighting it.

So unless an author specifically releases a map stating “this map is public domain and I relinquish all copyrights” then it’s copyrighted. That the author chooses to distribute it for free is irrelevant.

A similar example would be the textures that Simon (Sock), Yves (Evil Lair) and myself distribute via our sites. They’re in open image formats, free for use in maps, mods, TCs, etcetera, but commercial exploitation (i.e. using them in a product being sold for $) is prohibited. Sure, we’ve made special arrangements to allow some of our works to be used in games, but we we compensated.

Please do not confuse free/open source with public domain. :slight_smile:

y


(system) #36

fiesling, grow up, there are not thousands of people waiting to decompile YOUR map and take the credits for it.

Not thousends but we had some problems here in germany with people like you.
People who took our free released prefabs and said “I made it” or used them without giving credits.
We talked to them but all they did was offending us and said we are lame that we want one litte line “prefabs by blabla” in the readme.
So i learned from it and don’t release free stuff anymore.
Using my selfamde shaders and textures is always free in my maps, so don’t tell me i have to grow up.
I think its up to you to look around in the web what “copyright” means. :wink:
But ydnar explained it already…


(Hr.O) #37

dunno what the fuzz is all about guys, but bspc.exe -bsp2map does about the same as -convert -format map.


(Hybridesque) #38

Personally, I’m glad to see the map decompile… as I’ve been working on a map rebuild project. The map being some one else’s but I’ve sought permission for it. bsp2map with bspc was extremely messy with no textures on the brushes… 2 seconds on q3map2 2.5.6 and bam! I’ve got the info I’ve been sought after!

Thank you very much, it’s made my life easier for this project.

Hybridesque.


(chavo_one) #39

Sought, but have you received? And if the original author was behind the project, why wouldn’t they just give you the original source?

That’s the big negative I see. People that will now go and decompile market garden, tram, etc. and release it for ET just because they can. NOT because they have the legal right to do so.

The positive is that it can teach so much in so little time to an investigative mind.

I just know there are a lot of lazy, selfish people out there that will abuse this new capability.


(Matt) #40

the convert to map is bullshit.

I have a lot of md3s that I’ve spent countless hours making, and I only want them in MY map. When I compile, it’s in the bsp and I don’t have to include the Md3.

Now, all they have to do is decompile and BAM, all my work is stolen.

BS.

EDIT: The only good thing I see from this, is I finally know how far the jump is on dm6 from bridge to rail, and any other map with a tricky jump that I want to recreate, I can just decompile. To be honest though, I see nothing but rips coming in the near future.