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Go Back Home > Forums > Quake Help > General Help > Has anyone adapted light.exe to q3bsp? Search Forums

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Unread 01-24-2011, 02:59 AM   #1 (permalink)
Grunt
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Has anyone adapted light.exe to q3bsp?

As the title stats. I'm trying to convert all of the q1 maps over to q3bsp. There are problems with the lights. Lightstyles don't work and triggers to turn lights on and off don't work. Does anyone have any ideas?

EDIT:

I am trying to do this for Quake on the Darkplaces engine. Why convert to q3bsp? Many benifits, one main one being hull sizes of entities.

Last edited by silverjoel; 01-24-2011 at 05:57 PM..
Unread 01-24-2011, 05:27 AM   #2 (permalink)
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This question is better asked at Func Msgboard in the Mapping Help thread.

http://celephais.net/board/view_thread.php?id=4

There are several Q1 + Q3 mappers there with 10 years experience lurking about and Func Msgboard is the home of Quake 1 mapping. People without combined Q1+Q3 mapping experience in single player are unlikely to know enough to provide quality answers. You need to ask the map gods.
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Unread 01-24-2011, 11:27 AM   #3 (permalink)
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Q3BSP doesn't support lightstyles; you'll need BSP format changes and engine mods for this.
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Unread 01-24-2011, 12:00 PM   #4 (permalink)
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In case you are trying to convert the MP maps to Quake 3 to actually play them in that game (and not for some technical testing stuff) I'd suggest to have a look at websites like LvL and search for the map names. There are good conversions for many of the Quake 1 maps.

Converting the maps without adapting the size will make them play ass in Q3 (player is taller and can jump longer distances which means you get stuck everywhere and all the interesting jumps are ridiculously easy).
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Unread 01-24-2011, 12:54 PM   #5 (permalink)
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I guess I should have been a little more clear. I want the q3bsp format for Darkplaces and Quake 1. I'll check out that link.

And q3bsp can support lightstyles. Jedi Knight and Soldier of Fortune have them.

With rtlights, you can add lightstyles to Darkplaces, however I don't know if you can have a trigger turn on and off a light.

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Unread 01-24-2011, 02:08 PM   #6 (permalink)
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Originally Posted by silverjoel View Post
And q3bsp can support lightstyles. Jedi Knight and Soldier of Fortune have them.
Modified BSP format, modified engine.
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Unread 01-24-2011, 02:10 PM   #7 (permalink)
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Originally Posted by silverjoel View Post
I guess I should have been a little more clear. I want the q3bsp format for Darkplaces and Quake 1.
Ahhh, ok. Forget about my comment then. I didn't even know that DP supports q3 bsp format.
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Unread 01-24-2011, 11:18 PM   #8 (permalink)
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I can prove it's possible.

test.pk3

Here is a little test map I created. It is q3bsp and has all 12 lightstyles of regular quake(0-11). You need to use Darkplaces(possibly others) and have r_shadow_realtime_world on (set to 1).

I should mention the map name is test.

Last edited by silverjoel; 01-25-2011 at 12:24 AM..
Unread 01-25-2011, 12:13 PM   #9 (permalink)
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They don't show when you run the map in Q3A, which means that you would need some DP-only (...and possibly FTE...?) features for them.
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Unread 01-25-2011, 12:34 PM   #10 (permalink)
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It's not made for Q3A. It would strictly be a Darkplaces(maybe others) format. I see in q3bsp that lightmaps are stored in lump 14 and lightvols are stored in lump 15. I want to see what would happen if q1 light data was put in 1 or both of these lumps. I'm really rusty when it comes to c programming, so any pointers would be greatly appreciated.
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