The Very End of Reality by V1979
On The Very End of Reality
V1979 posted: Some of us doesn't know English well... I wrote that I successfully adapted more than 100 QL maps for Q3A. The latest dozens of them (*.bsp files) were modified with HEX editor ONLY. After replacing 2E by 2F (it's enough to convert BSP v47 to BSP v46) it was necessary to replace 'func_advertisement' by 'func_static'. It can be done in QuArK or in HEX editor. In HEX deitor it should be 'func_static ' (with 7 spaces to make the same number of symbols).
To play with bots a modified by such a method *.bsp file should be used as a sample for bspc.exe.
Also items which are missed in Q3A can be replaced.
After such procedures maps are playable in Q3A.
As you can see yourself there are no problems with them www.excessiveplus.n...ent-469909
The Very End of Reality by V1979
On The Very End of Reality
CZghost posted: Even it would work, it's wrong. Remember that Quake Live BSP has different binary structure, than Vanilla Q3. Quake Live has additional lumps, and of you compare two identical maps in hex editor, however one version q3 and one version ql, you'll see that headers are slightly different (in terms of data, and terms of length). It may work for decompile, but may NOT work for game. The difference makes the two versions incompatible. You have to convert between those using q3map2. If you want to decompile, use -game quakelive, then it will work without having to change bsp version...
Edited 53 seconds after the original posting.
ALIEN by AKUTA
On ALIEN
Neon_Knight posted: Yep, very good version of Brimstone Abbey in another style. Liked also the BFG trick.
Tried in OpenArena as well, only two missing textures (the light models in the LG ammo trap and in the water tunnel the Quad pad) and no missing sounds at all. :D With vanilla 0.8.8 there are no clashing files, and no skybox problem.
Edited 2.47 minutes after the original posting.
Edited 4.05 minutes after the original posting.
The Very End of Reality by V1979
On The Very End of Reality
V1979 posted: You are wrong. Direct modification of *.bsp files via HEX is possible.
Read here:
www.excessiveplus.n...-live-maps
www.excessiveplus.n...-bsp-files
I successfully edited more than 100 QL maps (*.bsp v47) to adapt them for Q3A (which works with *.bsp v46). To adapt them there is no even need in Radiant and q3map2. Only a HEX editor is necessary, and bspc.exe to make new *.aas files.
If you feel ready to pay my efforts, I could write you a detail manual ;-)
Edited 39 seconds after the original posting.
Edited 1.95 minutes after the original posting.
Running Man by AKUTA
On Running Man
Neon_Knight posted: It reminds me to the namesake Nexuiz/Xonotic map, right down to the use of the same dsi textures.
Edited 2.83 minutes after the original posting.
The Very End of Reality by V1979
On The Very End of Reality
CZghost posted: @V1979: Don't mislead him. Editing BSP version may corrupt the map and it may corrupt entire game. Quake Live and Quake 3 have each different binary structures of BSP map format. Though they are very similar, it has to be same in order to make it work, and it's not. Therefore even small difference counts and such conversion is then impossible. If you need convert a BSP map, use q3map2 -convert -game <quake3/quakelive> command to convert between those games. This is the only one correct way to convert a map...
The Very End of Reality by V1979
On The Very End of Reality
V1979 posted: xaero365, is it about v46 and v47 bsp? If so, edit your *.bsp by HEX editor and fix symbols in 1 range 5 column - 2E (v46) or 2F (v47).
To edit items on a map, use QuArK.
Edited 35 seconds after the original posting.
Scummymap by Scummy
On Scummymap
baris posted: bots play perfectly.