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Convert old maps to Doom 3 or Quake 4

kat · 1 · 14035

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Offline kat

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When importing old Quake, Quake 2 or Quake 3 maps (idTech1, 2 and 3) to Quake 4 or Doom 3 (idTech 4), make sure game entities specific to the older games are stripped, including all brush based entities - func_groups, func_statics, func_rotates etc. (or simply 'ungroup entity' to convert them back into normal 'World Spawn' brush volumes). This leaves just the brushwork Hull and Detail flagged (cf. Quake 3) elements of the map structure itself which the editors will convert into the correct format - 'brush primitives' - on import for further editing.

Import may also require removing of vestiges of textures, shaders and materials used in the older games. Also make sure you delete any WorldSpawn settings, such as '_color', '_blocksize' and so on as, although these aren't 'entities' in the same way as items and brushwork based entities, they may still be misinterpreted and prevent old map data importing/loading.

These steps are necessary because, whilst idTech 4 has some similarities to idTech 3 et al, not all entities are defined or use the same properties, which upon import in to Radiant, cause errors and/or the application to crash.t Quake 4 doesn't know what those entities are so if you leave something in by mistake it'll either not load your map, thrown up some obscure error message, or if you're lucky, crash you back to the desktop.

Map converting check list
  • Strip out *all* entities
  • Strip out or 'break' back into brushwork all brush based entities
  • Remove any WorldSpawn settings.
  • Replace textures and shaders with caulk, cover *all* brushwork.
  • Remove patches (may not be necessary).
  • If converting older map remove any surface flags (types).
If after doing removing all dynamic content the map still won't import open the file into a text editor (e.g. NotePad) and check the format of the file; it may be that a simple change is required, a 'version' reference for example, which then allows the file to be imported. Alternatively open the file into GtkRadiant as normal, i.e. open a Quake 3 .map as a Quake 3 project, and then try re-saving or exporting the file to a different format.