Map & model converter for Quake 3
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- DCEmu Cool Newbie
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- Tyne
- Pimp DC Devver
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I suppose it's okay to talk about so long as you're not providing illegal files; the morality of it is that you're probably doing it on a warezed copy. I'll let Fragger decide since I'm just not sure.
"I'm convinced RenegadeC is in fact not a human, but rather an experimental IRC/QuakeC bot who has the ability to randomly formulate mods and code them, programmed to have a distinct Canadian personality as well."
Yeah,
the md3 files are identical to pc version.
conversion:
textures -> pvr
sound (wav) -> adp
All the stuff needed to be placed into the right zips.
The needed weapons have to be put into the map folder.
The shaders have to be added to the shaders.txt file.
That's a rough guide.
I will do a better one later, but I have to ask Fragger what I am allowed to post...
wondered why nobody else did it before ...
Greetz
lo_
the md3 files are identical to pc version.
conversion:
textures -> pvr
sound (wav) -> adp
All the stuff needed to be placed into the right zips.
The needed weapons have to be put into the map folder.
The shaders have to be added to the shaders.txt file.
That's a rough guide.
I will do a better one later, but I have to ask Fragger what I am allowed to post...
wondered why nobody else did it before ...
Greetz
lo_
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Sorry for my english.
QUAKE3\BASEQ3\MODELS\PLAYERS\GRUNT\SPLASH_DEFAULT.PVR and QUAKE3\BASEQ3\MODELS\PLAYERS\GRUNT\LOD_0.zip\ui\lcd in example... IMHO, aifile must been added too...
Can you post some gameplay pics? Do you really know how it to make?It's possible to add new maps (models) to Quake 3.
What about additional dc textures and ui lcd?the md3 files are identical to pc version.
conversion:
textures -> pvr
sound (wav) -> adp
QUAKE3\BASEQ3\MODELS\PLAYERS\GRUNT\SPLASH_DEFAULT.PVR and QUAKE3\BASEQ3\MODELS\PLAYERS\GRUNT\LOD_0.zip\ui\lcd in example... IMHO, aifile must been added too...
If you simply will convert all needed textures to pvr & sound to yamaha ADPCM and put model into QUAKE3\BASEQ3\MODELS\PLAYERS\Your_model_name It cannot will appear in game if you don't change config in 1st_read.bin.All the stuff needed to be placed into the right zips.
links (not 56k friendly I guess, that's why I only post the links):cptPauer wrote:Can you post some gameplay pics? Do you really know how it to make?
http://img228.imageshack.us/img228/2924/dsci0170xb0.jpg
http://img417.imageshack.us/img417/9607/dsci0164xp1.jpg
http://img242.imageshack.us/img242/9653/dsci0169jx6.jpg
http://img176.imageshack.us/img176/1753/dsci0167fk9.jpg
I know it.
Look what it looks and what the dimsmensions of the SPLASH_DEFAULT.PVR are, make a new one with modelname_DEFAULT.PVR e.g.: homer_DEFAULT.PVR. But you have to change the model folder to new model name and in the Lod_0.zip - Lod_2.zip you have to change the folder name, otherwise they won't be found.cptPauer wrote: What about additional dc textures and ui lcd?
QUAKE3\BASEQ3\MODELS\PLAYERS\GRUNT\SPLASH_DEFAULT.PVR and QUAKE3\BASEQ3\MODELS\PLAYERS\GRUNT\LOD_0.zip\ui\lcd in
The lcd file can be edited via hexeditor, or use a lcd maker and change header and values for black and white like the Quake II lcd one.
You can change map and model via console.cptPauer wrote: If you simply will convert all needed textures to pvr & sound to yamaha ADPCM and put model into QUAKE3\BASEQ3\MODELS\PLAYERS\Your_model_name It cannot will appear in game if you don't change config in 1st_read.bin.
e.g.:
;raster 1
;map dc_Dc_map12
if you are in a game (multiplayer,..).
I hope this helps.
Currently my time is very limited and I won't be at my home until sunday.
But if there are questions, feel free to post.
Greetz
lo_
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- QuakeDev Mod
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I thought about doing this a loong time ago. But when I made my backup I could never get it to boot. I spent a couple weeks trying to make a working backup from scratch for myself. I probibly went through 25+ cdrs. (back when they were like $0.75-1.00 each for decent ones) The files looked really incourageing too...
Since I could never get a regular backup to boot I never bothered actually modifying it. Good work on someone finally getting to work on this
Since I could never get a regular backup to boot I never bothered actually modifying it. Good work on someone finally getting to work on this
My old Sig was broken. Enter the new Sig!
Re: Map & model converter for Quake 3
I was just wondering if any work has been completed with this? I have my quake 3 already ripped and I have access to all the contents on it, but I want to replace every model with half-life and every level with half-life. Is it possible to change the menu and sounds too? Maybe to the point that the game will be a rplica of the long lost half-life multiplayer?
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Re: Map & model converter for Quake 3
Mega bump:
I'm working on porting third party maps to the DC.
The progress is somehow slow, because I'm yet to find out the reason, why some maps are loading while others don't although the ones that are loading are bigger in file size than the ones that don't.
I've found 14 maps from several sites that would work.
Now my mext step is to somehow make the conversion progress work more quickly.
Here is a fully working map from Open Arena running on NullDC:
https://www.youtube.com/watch?v=038JGgZ5AH0
EDIT:
Additional info from the video description:
"This is the map oa_bases3cl from Quake3 mod Open Arena running on the Dreamcast emulator NullDC.
Note: Overall low speed and stuttering sound is due to my recording software. The map runs fine and at a good speed (over 25fps) without recording.
All textures have been reduced in size by 50% to avoid possible glitches and RAM issues.
Disappearing textures, turning to white, are probably due to emulation.
The generic sky texture is a quick solution because I couldn't find the original file."
I'm working on porting third party maps to the DC.
The progress is somehow slow, because I'm yet to find out the reason, why some maps are loading while others don't although the ones that are loading are bigger in file size than the ones that don't.
I've found 14 maps from several sites that would work.
Now my mext step is to somehow make the conversion progress work more quickly.
Here is a fully working map from Open Arena running on NullDC:
https://www.youtube.com/watch?v=038JGgZ5AH0
EDIT:
Additional info from the video description:
"This is the map oa_bases3cl from Quake3 mod Open Arena running on the Dreamcast emulator NullDC.
Note: Overall low speed and stuttering sound is due to my recording software. The map runs fine and at a good speed (over 25fps) without recording.
All textures have been reduced in size by 50% to avoid possible glitches and RAM issues.
Disappearing textures, turning to white, are probably due to emulation.
The generic sky texture is a quick solution because I couldn't find the original file."
Create your own Dreamcast games using the Quake-Engine:
http://quakedev.dcemulation.org/develop/getstarted.htm
http://quakedev.dcemulation.org/develop/getstarted.htm
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Re: Map & model converter for Quake 3
Big update!
My converter is taking shape. The texture conversion is running fully automated now.
You define the folder where PC textures are placed and the converter is trying to find the ones needed by the map you are converting. Should the texture be too huge for the DC (512x512) the converter will resize it by 50%.
Once the conversion process is finished you end up with a file "textures.zip" that can be used with your new map for Q3.
90% of the converted textures work at the moment. However it looks like special textures such as Lava, Sky or torches need to be placed to "game.ZIP" rather than "textures.zip".
TODO
--------
-Fixing the missing special textures
-Fixing missing MDL files which are all being saved individually in each map
-Adding support for several game modes ("Free for All" is the only one working atm)
-Adding support for Sound
-Testing converted maps online (need help here, since my DC is offline)
As usual here is a video of a newly converted map "subdm1.bsp" running in NullDC:
http://youtu.be/Ur1siRBnEtw
EDIT: Another graphically demanding map working fine:
https://www.youtube.com/watch?v=je655xYPtq4
My converter is taking shape. The texture conversion is running fully automated now.
You define the folder where PC textures are placed and the converter is trying to find the ones needed by the map you are converting. Should the texture be too huge for the DC (512x512) the converter will resize it by 50%.
Once the conversion process is finished you end up with a file "textures.zip" that can be used with your new map for Q3.
90% of the converted textures work at the moment. However it looks like special textures such as Lava, Sky or torches need to be placed to "game.ZIP" rather than "textures.zip".
TODO
--------
-Fixing the missing special textures
-Fixing missing MDL files which are all being saved individually in each map
-Adding support for several game modes ("Free for All" is the only one working atm)
-Adding support for Sound
-Testing converted maps online (need help here, since my DC is offline)
As usual here is a video of a newly converted map "subdm1.bsp" running in NullDC:
http://youtu.be/Ur1siRBnEtw
EDIT: Another graphically demanding map working fine:
https://www.youtube.com/watch?v=je655xYPtq4
Create your own Dreamcast games using the Quake-Engine:
http://quakedev.dcemulation.org/develop/getstarted.htm
http://quakedev.dcemulation.org/develop/getstarted.htm