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InsideQC Forums • View topic - Q1 BSP tree

Q1 BSP tree

Discuss the construction of maps and the tools to create maps for 3D games.

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Re: Q1 BSP tree

Postby goldenboy » Sun Mar 01, 2015 3:48 pm

If distributing levels with textures is a problem, then any custom Quake map has the same problem... Doesn't the license say that you're allowed to create and distribute custom levels, basically?

If the vanilla map sources have gone through a map editor and compiler, I'd say they are custom Quake levels like any other.
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Re: Q1 BSP tree

Postby Cobalt » Sun Mar 01, 2015 5:34 pm

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Re: Q1 BSP tree

Postby Spike » Mon Mar 02, 2015 6:03 am

I believe there was a promise along the lines of 'we won't sue you for redistributing these textures on the condition that its used only in registered quake' (and that the official license prohibits even this).
but I might be misremembering.
its a shame we don't have anyone well versed in law in the community, but I guess that could also be an entirely different can of worms.
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Re: Q1 BSP tree

Postby mankrip » Wed Mar 04, 2015 12:41 am

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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/ /
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Re: Q1 BSP tree

Postby Cobalt » Tue Mar 10, 2015 2:20 am

Ok persuing my curiousity, I found some maps that were not "converted" but made from stracth in q3 bsp based on the ID deathmatch levels DM4 and DM5 , as someone had mentioned before.

Took some doing but got them to load in DP - mostly the original Q3 PK3 files are needed in order for the textures and other stuff to come up right.

I did notice that the scaling is MUCH larger in these q3 maps. For example, the teleports in q1bsp are about the size of the player and a bit larger. The teleports on these maps look like about 3-4 players can go through them.

Is this because in order to get beyond the 3 hull size limit in q1bsp, we have to expand everything outward a great deal?
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Re: Q1 BSP tree

Postby Spike » Tue Mar 10, 2015 8:15 am

probably its more a case of someone mis-remembering how tiny those maps really were.

also, quake players are quite wide/short, while q3 players have slightly more realistic proportions. with a different view height, things must get wider in order to retain the same apparent height+aspect.
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Re: Q1 BSP tree

Postby Cobalt » Tue Mar 10, 2015 4:07 pm

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