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Why Not Use Q3 Bsp For Q1 Sp
It's possible to load q3 bsp in darkplaces, and play the normal quake game.
I dont think anyone have used this possibility (zombie had tried, but didnt release afaik)

IMHO its a good way to overcome quake map/compiler limits and bring advanced graphics to q1. And darkplaces is pretty stable and powerfull engine that can be tuned to run pretty fast even on old cards (like GF1)
Why not?
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Bambuz... 
Uh, who cares? There's little chance of that not working correctly, it's the visuals people are interested in here at the moment anyways. 
Sigh 
and u didnt even try 
 
The entities and triggers etc are completely detatched from the engine and compilers.
If you make a Q3 bsp with Q1 entities, you get a Q3 bsp with Q1 entities.
Nothing in the compilers or engine gives a crap about that. 
Begs A Question 
"what are YOU waiting for?" bambuz 
Bambuz 
Some of my older maps were built in Q3Radiant, and I released both the q3 source .map plus a q1 .map. The only thing you need to do there is recompile the Q3 .map with q3map2 (no need to convert it) and convert the textures to .jpg or .tga (easy to do with TexMex). Try RPGSP1. 
Bambuz 
what czg said.

Play DMSP and all the entities in the q3 map that share the same name as the corresponding q1 entities work as you would expect them too. 
Q3->q1 Entities 
You can take the .ent file from a Q3 .bsp and rename the map items to fit with Q1. I've done this with a couple of Q3 maps so far (q3tourney2, ospdm2, & cpm23. FTEquake will load the .ent and (netquake).progs so DM vs. bots is playable. Omicron bots don't work with FTE but Zeusbots work somewhat. 
Ok 
tested a bit. I don't have q3 so I downloaded some of lunaran's q3 maps from www.lunaran.com. They use some baseq3 textures so they're mostly white for me though. :(

I downloaded aardappel's dmsp mod:
http://wouter.fov120.com/maps/dmsp/index.html

put the pk3s in the dmsp dir.

darkplaces: just started with -game dmsp, and after getting rid of a lot of fps killer stuff and hanging the client a couple of times in the process, i loaded up the map. It complained of no info_player_start so (thanks spike) i tried with deathmatch 1. That did the trick.

fte: if i ran with deathmatch 1, it used qw style, so i had to type "progs progs" and then it ran fine.

Lun3dm1 didn't spawn any weapons except the lg (funny that that entity is the same then) and stuff generally worked somewhat.

Teleports didn't work in fte at least yet.

The monsters seemed to work pretty ok, and didn't feel that out of place... though i had mostly no level textures and it was a brief stint anyway.

Could someone point to a q3 level pk3 that contains all it's textures?

All in all, i'm surprised how well it worked and think that q1sp and qw with q3bsp might have a future! 
Bambuz 
I think both of my Q3 maps contain all their own textures. 
Url? 
your nick proved to be tough googlable... i assume it's not on spawnpoint (down). 
Ah 
googled rpg3dm1 & 2 and found on lvlworld.com... 
Some More Precise Problems 
A better list and accompanying screenshots at http://skynet.campus.luth.se/~chosen/bam/q3/
check 29..

-monsters drop into brushes?
-teles don't work (fte, acknowledged)
-some teles don't work (dp)
-teletex borked (fte)
-lamps don't work (both) dunno what precise tech problem
-jumppads don't work, player is stuck slowly (both)
-healthboxes don't always render right, sometimes get just luma (fte at least)
-really low fps at times when many monsters (dp at least)
-skybox doesn't work, is shaded (missing texture or tech prob?)

need baseq3 textures or some basic repository (not tech but mapper responsibility, must be organized)
OR id1 etc texes loaded from a wad or something. (since ppl prolly can't distribute id etc texes as jpegs)

Or then just custom texes but that partly defeats the purpose.


It would be nice to do proper tests since now it's a bit hard to know if it's just the dmsp mod that fucks up or the engine. 
Bambuz 
The teleporter, jumppads, and other entity problems you listed are not actual problems due to the q3bsp format.

These problems are due to the way the entities are set up for Quake 3, which in most cases differs from their Q1 equivalents. 
Yeah 
i'm ignorant as ever, just trying to get this thing moving a bit...

I still think the only real way is to make a proper q1-entified q3bsp. Then you can say what works and what not. 
 
Here are .ent files for q3tourney2, ospdm2, & cpm23.
http://rapidshare.de/files/5692289/ents_9-05.zip.html
They are 90% done. If you don't have Q3 get the demo which has q3tourney2,q3dm1,7,17. 
Id1 Etc Texes Loaded From A Wad 
My experiments with TGA files -- and I believe someone said earlier in this thread that the Q3 format can use jpg or tga -- indicate that TGA files with an 8 bit (aka 256 color) palette have around the same, if not smaller, file size than PCX files.

In otherwords, a WAD --> LMP --> PCX --> TGA (8 bit, 256 color palette) would be the same filesize with no loss or change in textures. 
Uh 
Bake: nobrainer. they are still 8 bit bitmaps
bambuz: the white polys are shaders that DP or fte fails to parse, you are not missing the textures (or actually could be either) 
Why Would I Want To Work At Home Where I'd Be All Alone Forever Inste 
ad of going to the office and actually meeting people for a change. Maybe you shouldn't try to be such a fucking antisocial slut! 
Hmm... 
First spam in months. The spam menace is growing... adapting... 
I Found 
an interesting post at one spam-ridden board, RetroQuake: http://retroquake.planetquake.gamespy.com/phpbb2/viewtopic.php?t=30836

This was posted by a spambot, but a non-malicious one. Follow the links and read about the project. 
5 posts not shown on this page because they were spam
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