JKA to BF2

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CommanderBacara/CC-1138
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JKA to BF2

Post by CommanderBacara/CC-1138 »

Hi members!
I have one question: can convert a JKA map (with permission of autor) for work in BF2? it's posible? it's legal?
Thanks!
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Re: JKA to BF2

Post by Teancum »

You would have to convert the BSP map to some sort of proprietary 3D format. After that you'd need to chop it up into multiple MSH files and reassemble it in SWBF2. Theoretically it can be done, but nobody ever has.
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Re: JKA to BF2

Post by RevanSithLord »

Teancum wrote:You would have to convert the BSP map to some sort of proprietary 3D format. After that you'd need to chop it up into multiple MSH files and reassemble it in SWBF2. Theoretically it can be done, but nobody ever has.
Most likely because it'd be too much of a hassle to get every single thing converted, chopped up, and replaced exactly like what it was in Jedi Academy. That would also explain why most people just stick to making custom maps from scratch using existing assets or model new assets that are comparable to the models and props that JA maps use.

But I guess if someone is willing, it can of course be done. It all boils down to if someone wants to deal with all that stuff. Just my thoughts here.
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Re: JKA to BF2

Post by MrCrayon »

If you get this done, I will praise you. Unfortunately I don't know what JK is so a little help here so I can give input please?

I want to see where this idea of yours is going. I am interested. :thumbs:
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Re: JKA to BF2

Post by CommanderBacara/CC-1138 »

Thanks for replys!!!
Teancum wrote:You would have to convert the BSP map to some sort of proprietary 3D format. After that you'd need to chop it up into multiple MSH files and reassemble it in SWBF2. Theoretically it can be done, but nobody ever has.
you know if there is a tutorial about this?
RevanSithLord wrote:Most likely because it'd be too much of a hassle to get every single thing converted, chopped up, and replaced exactly like what it was in Jedi Academy. That would also explain why most people just stick to making custom maps from scratch using existing assets or model new assets that are comparable to the models and props that JA maps use.

But I guess if someone is willing, it can of course be done. It all boils down to if someone wants to deal with all that stuff. Just my thoughts here.
mmm... yes, maybe can supose a problem
MrCrayon wrote:If you get this done, I will praise you. Unfortunately I don't know what JK is so a little help here so I can give input please?

I want to see where this idea of yours is going. I am interested. :thumbs:
JKA is Jedi Knight Academy
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Re: JKA to BF2

Post by MrCrayon »

ohhhh. Now I get it. Okay.

I think you should recreate the movie battles mode from JK as an alternate mode if you are going to do this. It would give your mod a chance to be different from other mods.
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Re: JKA to BF2

Post by CommanderBacara/CC-1138 »

:lol: ok MrCrayon but is very hard, I've been all afternoon trying to extract the models of BSP archive but I haven't gotten :?
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Re: JKA to BF2

Post by AceMastermind »

CommanderBacara/CC-1138 wrote:
Teancum wrote:You would have to convert the BSP map to some sort of proprietary 3D format. After that you'd need to chop it up into multiple MSH files and reassemble it in SWBF2...
you know if there is a tutorial about this?
http://www.gametoast.com/forums/viewtop ... =36&t=2087

^i'm surprised Teancum didn't link you to that already! :)

EDIT
In Teancum's topic there is a dead link to accode.com since that site is now offline but it is archived HERE.
Here's something else that may interest you, though I have no idea if this works with JKA bsp files.
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Re: JKA to BF2

Post by Press_Tilty »

they have their own filefront site, that might be a good place to get models.
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Re: JKA to BF2

Post by Lozza »

I converted some imperial models. The map from dosuun. Is that the map your working on?
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Re: JKA to BF2

Post by CommanderBacara/CC-1138 »

AceMastermind wrote: http://www.gametoast.com/forums/viewtop ... =36&t=2087

^i'm surprised Teancum didn't link you to that already! :)

EDIT
In Teancum's topic there is a dead link to accode.com since that site is now offline but it is archived HERE.
Here's something else that may interest you though I have no idea if this works with JKA bsp files.
many thanks for tutorial Ace and for the other links also; yesterday i was working with BSP Viewer but this program doesn't work with BSP's of JKA, only works with Half Life, i will try to work with Teancum tutorial
Lozza wrote:I converted some imperial models. The map from dosuun. Is that the map your working on?
no, i want to convert other map
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Re: JKA to BF2

Post by AceMastermind »

Ok here we go:
Step 1
Hidden/Spoiler:
Decompiling into a .map
Q3Map2 can decompile a .bsp into a .map. This procedure is by no means perfect, and you should never take anything from others maps, but decompiling is map is good to "see how it's done".
Put the .bsp that you want to decompile into the same directory as q3map2.exe
Open the command prompt and browse to the folder which contains the .bsp and q3map2.exe
Type
q3map2 -game [game abbreviation] -convert -format map [name of the bsp file].bsp
So if the .bsp is called testmap.bsp and you use Jedi Academy, you use this:
q3map2 -game ja -convert -format map testmap.bsp
You should then find a .map in the same folder as q3map2.exe and the .bsp.
Step 2

Step 3
Hidden/Spoiler:
[quote="Stannum"]I usually convert the bsps into .ase files so I can make special details in 3dsmax (special terrain, organic objects) but I always have problems with finding an ase importer for my current 3dsmax version. 3dsmax comes standard with an exporter but no importer t(-_-t). On top of that the q3map2 -convert ase option chops the map into really small objects and max can't deal with a lot of objects well.

Thats why I made my own maxscript tool which should work for most 3dsmax versions.

The tool:
http://archive.mercenariesguild.net/Sit ... import.zip

extract contents into your 3dsmax/scripts directory. Run by going to the utilities tab in the top left (looks like a hammer) click on the maxscript button, scroll down and select the aseimport script in the drop down box. This should make the ui rollout popup, then click on import.

A pic:
Image

This is what I got when I imported my greenhouse map. With the geometery imported into max I can finally start making complex(er) foliage all over the map. All I have to do is export the custom details to ase and import them in gtk. \o/

Since you only need geometery information for this it only imports the *MESH sections of all the *GEOMOBJECTS. Internally it does import some other stuff and it's possible to turn this into a full .ase importer but you know... :effort:

Importing might take a while since the ase files q3map2 creates are quite big! It shows a progress bar while importing. Don't be alarmed if its importing thousands of objects. The greenhouse map is 3183 objects so far so imagine how much a bigger, finished map has![/quote]
Test result after minor cleanup:
Hidden/Spoiler:
Image
Once you complete step 3 you can do whatever you need from there with ease.

Here's all the utilities you need bundled together for your downloading pleasure.

Torque Constructor can also import the .map file and then you can edit and convert to .lwo format.
3D Object Converter can also import and convert the .ase file to another format.


Update:
No need to convert *.bsp to *.map anymore.
Noesis by Señor Casaroja (aka MrAdults) can convert the bsp file to obj with UVs intact then simply import the obj into XSI and re-apply the textures.
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Re: JKA to BF2

Post by CommanderBacara/CC-1138 »

hi AceMastermind! I followed the steps, the testmap.bsp have a size of 21MB, after conversion .bsp to testmap.map have a size 4,3MB; then i used map_to_ace_converter was created a archive .prt of 56,3MB but appears a message that saids ''error!'' here:

Image

and these are my settings
Image
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