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Just so you know, we can convert BSP's from JO or JA . . .
Posted: Sun Sep 18, 2005 12:55 am
by Teancum
Here's the process ( though I have not personally tested it)
1-Use WinBSPC 1.2 to decompile to .map
2-Use GTKRadiant to convert to Quake 2 .map
3-Use Worldcraft to open the Quake 2 .map, then export to rmf
4-Use the rmf importer found here to import into Max 6/7:
http://www.accode.com/software.htm
5-Break up the mesh in 3dsMax, then export multiple files in a format as xsi.
6-Go from there to msh
RE: Just so you know, we can convert BSP
Posted: Sun Sep 18, 2005 1:20 am
by Lord-Bandu
What are BSP's?
Posted: Sun Sep 18, 2005 5:01 am
by maxloef
Bsp's r files of maps in games that run on the quake 3 engine A bsp is created when compiling a edditable .map file.
Posted: Sun Sep 18, 2005 9:09 am
by Teancum
Basically this means that you can convert user-made Jedi Outcast/Academy levels directly into Battlefront. Well -- I wouldn't say that it's a direct conversion, there's a process to it, but it's possible.
Posted: Sun Sep 18, 2005 9:33 am
by Jawa_Killer
yeah that would be awesome!
Posted: Sun Sep 18, 2005 12:13 pm
by Leviathan
It seems to be too easy to be possible...

(Moreover, I know
WorldCraft, and I doubt it will accept to import a map which uses unknown entities...)
Posted: Sun Sep 18, 2005 12:29 pm
by Teancum
True, all entities would have to be removed. But, in reality, you'd just be needing world brushes anyhow.
Posted: Sun Sep 18, 2005 12:40 pm
by Leviathan
Only a try would tell us if such a project is possible...

Posted: Sun Sep 18, 2005 1:26 pm
by maxloef
the thing is i mapped the most amazing venator class stardestroyer for jka anduhm wel we might be able to use it

Posted: Thu Sep 22, 2005 8:14 pm
by Teancum
I also found a tool called MAP23DS, which will take a decompiled Quake 3 BSP (a .MAP file) and convert it to 3DS for import into Max. So another process could be:
1-Use WinBSPC 1.2 to decompile to .map
2-Use GTKRadiant to convert to Quake 3 .map
3-Put textures & map in the same folder
4-Use MAP23DS (google it) and convert to 3DS
5-Break up the mesh in 3dsMax, then export multiple files in a format as XSI.
7-Use a batch converter to convert textures to TGA
7-Go from there to MSH
Posted: Sat Sep 24, 2005 1:50 pm
by Leviathan
Even if it works, I think that all models you'll have extracted and converted won't be "unscathed" after all those steps...
