SOF2 .bsp --> QuakeIII .bsp


(oceanborn) #1

Forum Post

Subject:

SOF2 .bsp --> Q3.bsp

I am trying to convert the LAYOUT of the level, including the textures and shaders from SOF2 to Quake III. I don’t care about cut-scenes, speech, music etc. I just want the level itself.

I have been trying to essentially ‘convert’ a Soldier of Fortune II .bsp map into a Quake III .bsp map. The process involved goes a little something like this:

1.   convert SOF2 .bsp level to .map file by using sof2map.exe from the SOF2 SDK
2.   open the .map file using Q3Radiant and convert it to a Quake III .bsp from the menu (equivalent of converting to .bsp using Q3Map.exe)
3.   open map in Quake3 after setting "sv_pure 0"

I keep getting thrown back into the menu.

The link http://www.planetquake.com/gothic/faq.html suggests adding an “info_player_single” point of insertion to the map. I tried doing that in Q3Radiant
by right clicking and selecting “make detail”, then right selecting " info, but there is is no “info_player_single”.

I have not been able to convert this file yet.

Is there another way? If so, please explain.


(kamikazee) #2

You need an “info_player_deathmatch” I think.


(oceanborn) #3

I already had that in the map, as well as other entry points. I still cannot add an “info_player_single” either. I have tried using “q3map2build.exe by DLB” in order to run Q3Map2.

I shall include my output as follows:

conversion from SOF2.bsp to .map

I do a “BSP -convert -format map” from “Q3Map2 tools” GUI, then build it, which results in the following:

“C:\Program Files\games ools\Q3Map2 Toolz\q3map_2.5.16_win32_x86\q3map2.exe” -connect 127.0.0.1:39000 -convert -format map -fs_game base -game sof2 “C:\Program Files\games\Soldier of Fortune II - Double Helix\base\maps\col1.bsp”

This results in a list of ONLY “entities”. There is no level information, only entity information in the following formatL

// Generated by Q3Map2 (ydnar) -convert -format map
// entity 0
{
“message” “&LEVELNAMES_COL1”
“classname” “worldspawn”
“gridsize” “512 512 2048”
“distancecull” “8500”
“fog” “textures/fogs/col1”
“SkyHeight” “5120”
“SkyTexture” “textures/skies/col1”
“spawnscript” “col1/col1_spawn”

The list of entities is small and it doesn’t seem as if Q3Map2 has converted the SOF2 .bsp to a .map correctly. I open up the .map file in Gmax Tempest and all I get is a small box as the map.

Is it possible to successfully “convert” a SOF2 .bsp map to a .map file? If so, how? I need to include all the original textures somehow, is there a way of preserving them, or perhaps remapping then to the level model at a later stage?


(wudan) #4

If I’m not mistaken, didn’t Q3map2 have a built-in conversion tool?