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I think I was a little too hopeful in my assumption of the data in a .MAP file...
http://i.imgur.com/Cqke1Lz.png
http://i.imgur.com/Cqke1Lz.png
Nah, it won't. It doesn't like WAD texture format, nor the HL1 particle system. The decompiled .map formats vary too much between two to be used as well.ceriux said:quake 1 can run half-life 1 maps
Modeling programs tend to work in poly's made up of three vertexes. The map format works in objects with any number of vertexes (in this case six, since they are boxes). Thus you are never going to be able to convert between the directly, lest you make rather sophisticated program that breaks the objects down into triangles.Xeropace said:I think I was a little too hopeful in my assumption of the data in a .MAP file...
http://i.imgur.com/Cqke1Lz.png
Thothie said:Nah, it won't. It doesn't like WAD texture format, nor the HL1 particle system. The decompiled .map formats vary too much between two to be used as well.ceriux said:quake 1 can run half-life 1 maps
Is this the program designed to convert Quake3 maps for use with Unity?Xeropace said:I've just spent hours tweaking and rewriting this: https://github.com/stefanha/map-files but getting no where...
Might just ditch the idea of importing the maps =/ Whilst it would have been nice, I would have wanted to redo every map anyway.
This time would probably have been spent better on networking D:
This.Thothie said:I'd much rather we migrated to a newer engine, rather than an older one, regardless of the number of mods stuck on.
Thothie said:If you can find a Quake1 coder willing to dedicate his life to MS:Q, fine... But at the moment, in case ye haven't noticed, I can't even muster enough coding power to make a scrolling text box. Nevermind the fact that I'd much rather we migrated to a newer engine, rather than an older one, regardless of the number of mods stuck on.
Well, ya can't cleanly decompile a Goldsrc BSP cuz the data for the shapes isn't included - only the rendering leaves. (Unlike Source, the guys who wrote the Quake1 core were still trying to save space, I suppose - had to squeeze those maps and Trent Reznor's music on the CD and all.)ceriux said:from what iv seen .map comverters never really work out. theres always errors with the brushes.
I think it needs to strike a balance between realistic and cartoony. The Goldsource engine captures this perfectly and I think we should strive to reproduce that aesthetic as much as possible.Are we aiming for realism, cartoon
Xeropace said:Yeah, that's what I was thinking myself really. I think Skilla called it uh... Something like "Fantasy Realism".