User:SirYodaJedi/Porting IdTech 3 maps to Source: Difference between revisions
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** NetRadiant-Custom's [[Q3MAP2]] may be preferred for decompiling maps, as it supports Valve220, allowing for more accurate texture mapping. | ** NetRadiant-Custom's [[Q3MAP2]] may be preferred for decompiling maps, as it supports Valve220, allowing for more accurate texture mapping. | ||
:: {{modernConfirm|Does the [[Q3MAP2]] included with {{jack|2}} have Valve220 support as well? [[Jack]] was the one to add Valve220 support to Quake II, after all.}} | :: {{modernConfirm|Does the [[Q3MAP2]] included with {{jack|2}} have Valve220 support as well? [[Jack]] was the one to add Valve220 support to Quake II, after all.}} | ||
* [https://richwhitehouse.com/index.php?content=inc_projects.php&showproject=91 Noesis] - Can convert {{idtech3|4}} model files, such as [[MD3]] files, into [[SMD]] or [[FBX]] files for use in Sorse. | * [https://richwhitehouse.com/index.php?content=inc_projects.php&showproject=91 Noesis] - Can convert {{idtech3|4}} model files, such as [[MD3]] files, into [[SMD]] or [[Wikipedia: FBX|FBX]] files for use in Sorse. | ||
* {{blender|4}} - Can do additional necessary fine-tuning to the converted models, such as un-flipping UVs and fixing vertex animations. The following plugins are used: | * {{blender|4}} - Can do additional necessary fine-tuning to the converted models, such as un-flipping UVs and fixing vertex animations. The following plugins are used: | ||
** [[Blender Source Tools]] - SMD import and export support | ** [[Blender Source Tools]] - SMD import and export support |
Revision as of 13:37, 18 August 2023

This page attempts to document the fiddly process of converting a map from a id Tech 3 game (such as
Wolfenstein: Enemy Territory to
Source game (such as
Day of Defeat: Source).
Required tools:
J.A.C.K. - Can convert the Id Tech 3 map files to
GoldSrc format, as well as export as VMF
- Half-Life Quake3 Map Converter can allegedly work as well, but is older and untested, and creates a MAP instead of a VMF (not to mention, is Windows-only).
TrenchBroom - Can export the unconvertible patch meshes to OBJ, which can be used as a prop_static.
GtkRadiant - GTKRadiant specifically has a lot of models and material information that aren't present in the games' files, due to being baked into the BSP. It also includes Q3MAP2, which can decompile maps you don't have the source .map files for.
- NetRadiant-Custom's Q3MAP2 may be preferred for decompiling maps, as it supports Valve220, allowing for more accurate texture mapping.
- Noesis - Can convert
id Tech 3 model files, such as MD3 files, into SMD or FBX files for use in Sorse.
Blender - Can do additional necessary fine-tuning to the converted models, such as un-flipping UVs and fixing vertex animations. The following plugins are used:
- Blender Source Tools - SMD import and export support
GIMP - Assorted texture manipulation.
Photoshop can also be used, but this guide focuses on the free option.
Decompiling maps
It is preferable to work from source map files, when available. Compiled id Tech 3 maps don't have lighting entities, and lightmapped models are embedded into the map's mesh data. When a map is decompiled, the embedded models are removed, and no lighting data is available.

Nonetheless, map sources are frequently not available, leaving no other option. Fortunately, Q3MAP2, the same compiler used to compile id Tech 3 BSPs, can also decompile them! The following command will decompile the map into a format that can be properly edited:
q3map2 -game xxxx -convert -format map mapname.bsp

As this doesn't include embedded models, a Quake III BSP importer for Blender should be used to recreate the models.



Keep static prop lighting limitations in mind if doing this; consider prebaking lightmaps into the $basetexture or a Modulate overlay if not using

Converting uncompiled map files
Converting materials

Converting models
- Use Noesis to convert the MD3 and ASE models to FBX.
- Noesis can export directly to SMD, but the UV map will be flipped.
Confirm:Do animated props need to be converted via a different method?
- Import to and export from Blender. Editing can be done, if necessary.
- For static props in
Source 2013 Multiplayer, it may be desireable to redo the model's UVs so that everything is on one texture, and no UVs are overlapping or tiled. This allows model lightmapping to be properly used, as model lightmaps use the same UVs as the $basetexture.
- For static props in
- Write QC files.
- Compile.
Crowbar can be used as a handy frontend for compiling.
Converting sounds
For the most part, sounds from id Tech 3 games can be used in Source without much hassle as long as they are converted to a compatible format (if they aren't already). The exception, of course, is looped sounds. Unlike id Tech 2 and Valve's engines, id Tech 3 does not require WAV cue points for looped sounds. This means that cue points must be added, and non-WAV sounds that are looped must be converted to WAV, which greatly increases file size.
Converting map content
Entities
Terrain
External links
- Porting Quake 3 Maps to Source on the
Momentum Mod documentation (only covers map geometry and textures; does not cover patch meshes)
- Pcpie' tutorial on porting Quake 3 Maps to Source on GameBanana (only covers map geometry and textures; does not cover patch meshes)