***************************************** * How to convert a Q3/QL map to Q1/QW * * by Mick 24 - 05 - 2014 * * * * v1.0 * ***************************************** This tutorial are written for the main purpose of remembering the steps to convert maps to Quakeworld. Step 1: Decompile the brushes of the Quake3 maps. ********************* If you're not familiar with Quake mapping you probaly don't know what a Brush is. It's the building stones of the map. The walls, floors and stuff. The 3D terrain. Currently I use 2 versions of the Q3Map decompiler. The Q3Map 2.5.80 to do the compiling and the Q3Map 2.5.16 to get a list of texture names, to be replaced later on. First you will need the Q3_Mapname.bsp file that you wish to convert The easiest way is to locate the the Q3Map dir. Place the .bsp file in the dir and make a .bat file with the following commands. q3map2.exe -convert -format map Q3_Mapname.bsp pause After the decompiling, you will have a Q3_Mapname.map file, that is the file you'll be working with from now on. When using the Q3Map 2.5.16 the decompiler will make a list of WARNING: Couldn't find image for shader textures/dir_name/texturename Save this list somewhere. dir_name/texturename is the important part Step 2: Replacing textures. ********************************************* You will have to make some .wad files with all the Q3/QL textures in them. I'll not cover howto in here. But a good Batch Converting program to use is T2Q (texture2quake.exe) and because the file lenght of the image files can't be as long as in Quake3 you'll have to shorten them. I use Ant Renamer 2.1 to remove vocals and stuff. TexMex is the program to make the WAD files. The easiest(fastest) way I found for replacing textures is by using Worldcraft3.3 with the Quake adapter. You'll have to convert the WAD to HLWAD, the program has a converter for that in the /texture folder. And this is here the wad files goes, as well. Add the new HLWAD files to the to the WAD list TOOLS -> OPTIONS -> TEXTURES Now take the the texturename list from Step 1 and search and replace every single texture in the map. This does not mean that the textures are placed 100% correctly, it just means that 'most' brushes got the right texture, and you can save some time. One important thing when using this method is, that in worldcraft the / (slash) is \ (backslash). So when searching the textures here is an example. Search for: base_light\wsupprt1_12 Replace with: wspprt1_12 For some reason with this method, the textures are rotated 1 degree or something like that, but since you'll have to 'shift' all the textures to fit, you just have to remember to rotate it as well. Step 3: Editing the map. ************************************************* Q3 maps got a lot of effects and shaders, meaning that you'll have to use your best mapping skill to reproduce the maps missing brushes. You will also have to place all the Entities (items, weapons, light etc.) in the map. I personally use BSP Editor to do the rest of the work, but use your prefered mapping tool. Sources: http://www.quakeworld.nu/ http://www.bspquakeeditor.com/ http://quakeone.com/qadapter/ http://www.indiedb.com/groups/quakedb/downloads/texture2quake http://www.antp.be/software/renamer http://quakeone.com/files/9-mapping-developer-server-admin-tools/22-texmex-3-4/