• Porting Quake 3/Jedi Knight II maps to Source?
    12 replies, posted
Note: I'm new to mapping in general for Hammer/Source. I don't even have Hammer yet, I'm just trying to get these maps in the correct format. Hello, I've had Jedi Outcast(and Academy) for a while. I remember having a lot of fun on the multiplayer maps back on xbox, I loved the maps, after getting the Steam version, the multiplayer is apparently completely inoperable on my machine, I only really cared about the maps. So I figured I'd try to get them into hammer and possibly as a working map on source (garry's mod/Hl2DM/tf2 maybe?). Since they're old, I didn't think they'd decompile to VMF (they are already BSP files when I extracted them from the pak files, yay). I tried converting them with BSPSource, no such luck, only got an error, which honestly I expected. So how would I go about converting these maps? Thanks.
Quake and Quake II maps can be edited with early versions of Hammer then ported to GoldSrc then to Source from that. Don't think you can port Q3 maps though.
That's disappointing. Can they be opened in any program at all? I guess ID Tech 3 Engine can obviously open it, still, I was hoping I could get it in through Source.
[QUOTE=HaloFighter92;39050692]That's disappointing. Can they be opened in any program at all? I guess ID Tech 3 Engine can obviously open it, still, I was hoping I could get it in through Source.[/QUOTE] Quake 3 uses GTK Radiant.
Jedi Knight Outcast? or Jedi Academy?
Jedi Outcast maps.
I tried porting t2_trip to source but the level was larger then source can handle. so you might not be able to port all the levels.
God, there's so many great custom maps for JKA that would be awesome. Imagine that Midgar map ported...
I think Doom 3's built-in version of Radiant can export brush work to OBJ (exactly like Hammer's Export to .dxf function but I'm not sure how accurate it is (whether it retains UV information/texture placement and whatnot) Anyways, if it exports all of the faces of every brushe you can use Wallworm Model Tools (Anvil I think is the map shit) to convert most of the level geometry to .vmf. I say most because Radiant is capable of more advanced brushwork shapes than Hammer is and certain brushes won't port over, thankfully though you can just convert anything Wallworm doesn't export to .vmf as a model. It's mainly things like railings and pipes (they're all brushwork) and certain types of curved surfaces.
q3map2 can decompile quake 3 engine maps into a readable format (.map) for the older goldsrc version of hammer, and then it could just be saved as an .rmf and opened in the source engine's hammer editor. In theory it's possible, but porting the maps would be way more trouble than just remaking them.
Thanks for the answers, sounds like some tricky stuff, I guess I'd have to let others handle it. If anyone wants a go at it but doesn't have the game, I have the maps and appropriate resources in a zip file I can ready (not sure if counts as wares?).
I'm not sure if it would but, with porting anything over could cause invaild brushes in hammer, your best bet would be to do a basic outline of the map and recreate it, might be a bit more time consuming but you will get the desired result in the end.
Yeah. If the map is already compiled, you will have no luck decompiling in a manor that it can be re-compiled. You could get the rough geometry and make a model out of it, and rebuild the map based on the model - since you can import that model into Hammer.
Sorry, you need to Log In to post a reply to this thread.