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Maps & Textures
2013-11-09, 11:02
Member
338 posts

Registered:
Feb 2006
Almostlost Added

Hektik has gone into beta mode again. Too bright, people say, too little ammo they say !
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2013-11-10, 20:25
Member
338 posts

Registered:
Feb 2006
It is fixed in the version in post #1
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2013-11-25, 22:02
Member
338 posts

Registered:
Feb 2006
Added a new version of Vertical Vengeance

Now with teleports and stuff really hope it's playable. Test if you like

q1q3vertical_beta5.zip
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2014-05-04, 10:10
Member
338 posts

Registered:
Feb 2006
Will anyone put Vertical on their server?
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2014-05-04, 11:37
Member
55 posts

Registered:
Oct 2011
Mick wrote:
Will anyone put Vertical on their server?


Done!

EDIT: Hem.. What about the textures folder?
BaseQ.fr Administrator o/
2014-05-07, 05:48
Member
338 posts

Registered:
Feb 2006
It's for clients
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2014-05-07, 19:39
Member
55 posts

Registered:
Oct 2011
Ah, alrighty then!
So the map is uploaded, have g... Hem, fun o/

|- Map Added too.
v

(Edited 2014-05-07, 20:59)
BaseQ.fr Administrator o/
2014-05-07, 20:16
Member
338 posts

Registered:
Feb 2006
First beta release of Toxicity added

q1q3toxicity : need bugfix and beta testing : q1q3toxicity_beta5

Got FBCA waypoints for test purpose a bit bug'd
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2014-05-08, 13:44
Administrator
1257 posts

Registered:
Jan 2006
I wish someone could organize a duel tournament using these maps.. for q3 players only, as an "introduction" or "remember" Quake. who knows, they might stay a bit longer than the tournament itself if there's another tournament starting soon.... maybe salvation even?

if there is such person, im sure he would be helped by others in admining, configuring phptourney or equivalent, writing news in esreality, etc. it could be done.
now im thinking about getting casters, league coverage, etc. it could be done with a handful of admins im sure.

i could hang in irc during the day and do admining part until 19cet. I also believe it could happen several times.
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2014-05-08, 16:19
Member
142 posts

Registered:
Jul 2013
As an experienced and highly talented and highly skilled and extremely smart QuakeLive player, I assume I can speak out for the Q3/QL community, so ask any questions.
2014-05-10, 17:18
Member
48 posts

Registered:
Mar 2011
OMG very nice maps! Perfectly made in its details, impressive. I must ask if anyone has made fbca waypoints for it?

q1q3almostlost : need beta testing : q1q3almostlost_beta4
q1q3cure : need ideas/test/bugfix : q1q3cure_beta8.zip
q1q3dm7 : need some bug fixing : q1q3dm7_beta4.bsp
q1q3dm14 : Finished (24bit & FBCA Waypoint) : q1q3dm14.zip
q1q3fheights : need work : q1q3fheights_beta4.zip
q1q3houseofdecay : planned : n/a
q1q3hektik : need further beta testing : q1q3hektik_beta6.zip
q1q3ospdm5 : Finished (24bit & FBCA Waypoint) : q1q3ospdm5.zip
q1q3monsoon : Finished (24bit & FBCA Waypoint) : q1q3monsoon.zip (mirror)
q1q3overkill : need retexturing, and beta testing : q1q3overkill_beta6.bsp
q1q3phrantic : Finished (24bit & FBCA Waypoint) : q1q3phrantic.zip
q1q3sinister : planned : n/a
q1q3solid : Finished (24bit & FBCA Waypoint) : q1q3solid.zip
q1q3thunderstruck : Finished (24bit & FBCA Waypoint) : q1q3thunderstruck.zip
q1q3toxicity : need bugfix and beta testing : q1q3toxicity_beta5
q1q3trinity : need beta test and bug search : q1q3trinity_beta4.zip
q1q3vertical : need beta testing q1q3vertical_beta5.zip
q1ra3map5 : working on light and weapon placements : n/a
Amd Phenom II x4 955 Black Edition 3.2GHz : Corsair Vengeance 2x4GB DDR3 1600MHz : MSI GeForce N560GTX-Ti Twin Frozr II 1GB : benQ XL2410T LED 23.6" 1920x1080 120hz 2ms : Microsoft Explorer 3
2014-05-10, 19:17
Member
338 posts

Registered:
Feb 2006
The finished maps has FBCA waypoint files in the zip as written

The unfinished maps will have, when somebody test it and gives me some second opinions
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2014-05-11, 01:52
Member
48 posts

Registered:
Mar 2011
Oh right Mick! So much I was excited that even hadn't seen the waypoints hehe.

Man, you are the man! Great work! QW 4ever \,,/
Amd Phenom II x4 955 Black Edition 3.2GHz : Corsair Vengeance 2x4GB DDR3 1600MHz : MSI GeForce N560GTX-Ti Twin Frozr II 1GB : benQ XL2410T LED 23.6" 1920x1080 120hz 2ms : Microsoft Explorer 3
2014-05-12, 15:26
Member
338 posts

Registered:
Feb 2006
Hektik re-released with a bit darker light and a little more ammo

q1q3hektik : Finished (24bit & FBCA Waypoint) : q1q3hektik.zip

Please update the servers with this map

Finished Maps for Server Admins
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2014-05-23, 15:09
Member
5 posts

Registered:
Feb 2014
Will these work with standard quake? Nevermind, I got them to work. They just don't work in single player mode.
2014-05-23, 16:37
Member
5 posts

Registered:
Feb 2014
dirtbox wrote:
There is quite a number of Q3 maps ported already... they were converted somehow also... I have the following:
  • q3dm6qw
  • q3dm13qw
  • q1_q3dm6
  • q1_q3dm13
  • q1_q3tourney2
  • cpm1qw
  • cpm3a
  • cpm3qw
  • cpm5qw


Is there somewhere I can download these maps? I haven't been able to find:
q3dm13qw
q1_q3dm6
q1_q3tourney2
2014-05-23, 23:34
Member
232 posts

Registered:
Feb 2006
2014-05-24, 01:52
Member
5 posts

Registered:
Feb 2014
vb- wrote:

Thanks. Now the only one I'm missing is q3dm13qw.bsp
2014-05-25, 08:07
Member
338 posts

Registered:
Feb 2006
Made a tutorial with tips to convert Quake3 maps to QW, mainly for me 2 remember the steps


*****************************************
* How to convert a Q3/QL map to Q1/QW *
* by Mick 24 - 05 - 2014 *
* *
* v1.0 *
*****************************************

This tutorial are written for the main purpose of remembering the steps to
convert maps to Quakeworld.


Step 1: Decompile the brushes of the Quake3 maps. *********************

If you're not familiar with Quake mapping you probaly don't know
what a Brush is. It's the building stones of the map. The walls,
floors and stuff. The 3D terrain.

Currently I use 2 versions of the Q3Map decompiler.
The Q3Map 2.5.80 to do the compiling and the Q3Map 2.5.16 to get
a list of texture names, to be replaced later on.

First you will need the Q3_Mapname.bsp file that you wish to convert
The easiest way is to locate the the Q3Map dir.
Place the .bsp file in the dir and make a .bat file with the
following commands.

q3map2.exe -convert -format map Q3_Mapname.bsp
pause

After the decompiling, you will have a Q3_Mapname.map file, that
is the file you'll be working with from now on.

When using the Q3Map 2.5.16 the decompiler will make a list of
WARNING: Couldn't find image for shader textures/dir_name/texturename

Save this list somewhere.

dir_name/texturename is the important part

Step 2: Replacing textures. *********************************************

You will have to make some .wad files with all the Q3/QL textures
in them. I'll not cover howto in here. But a good Batch Converting
program to use is T2Q (texture2quake.exe) and because the file
lenght of the image files can't be as long as in Quake3 you'll
have to shorten them. I use Ant Renamer 2.1 to remove vocals and
stuff. TexMex is the program to make the WAD files.

The easiest(fastest) way I found for replacing textures is by
using Worldcraft3.3 with the Quake adapter. You'll have to convert
the WAD to HLWAD, the program has a converter for that in the
/texture folder. And this is here the wad files goes, as well.

Add the new HLWAD files to the to the WAD list

TOOLS -> OPTIONS -> TEXTURES

Now take the the texturename list from Step 1 and search and
replace every single texture in the map. This does not mean that
the textures are placed 100% correctly, it just means that 'most'
brushes got the right texture, and you can save some time.

One important thing when using this method is, that in worldcraft
the / (slash) is \ (backslash). So when searching the textures here
is an example.

Search for:

base_light\wsupprt1_12

Replace with:

wspprt1_12

For some reason with this method, the textures are rotated 1 degree
or something like that, but since you'll have to 'shift' all the
textures to fit, you just have to remember to rotate it as well.

Step 3: Editing the map. *************************************************

Q3 maps got a lot of effects and shaders, meaning that you'll have
to use your best mapping skill to reproduce the maps missing brushes.

You will also have to place all the Entities (items, weapons, light
etc.) in the map.

I personally use BSP Editor to do the rest of the work, but use your
prefered mapping tool.

Sources:

http://www.quakeworld.nu/
http://www.bspquakeeditor.com/
http://quakeone.com/qadapter/
http://www.indiedb.com/groups/quakedb/downloads/texture2quake
http://www.antp.be/software/renamer
http://quakeone.com/files/9-mapping-developer-server-admin-tools/22-texmex-3-4/
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2014-06-23, 21:51
Member
338 posts

Registered:
Feb 2006
My first beta of CPM4

q1q3cpm4 : need a lot : q1q3cpm4_beta1.zip

http://cdn.memegenerator.net/instances/400x/37504003.jpg
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2014-06-29, 14:06
News Writer
906 posts

Registered:
Jan 2006
I checked out q3-overkill and i have to say it looks awesome. This is actually my favourite QuakeLive CA map. I have put it online on my servers:
  • nl.besmella.com:28501
  • nl.besmella.com:28502
I put all the competed maps at the start of the thread up as well. I will also add them to the Miami and Los Angeles servers.

Playing these maps I would recommend also using /airstep (to enable pm_airstep function) as the maps don't play so well otherwise.
2014-07-04, 19:06
Member
338 posts

Registered:
Feb 2006
New map beta released

q1q3evolution : need play testing : q1q3evolution_beta2.zip
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2014-07-05, 10:43
News Writer
906 posts

Registered:
Jan 2006
There are 2 versions of q3dm13...
  • q1_q3dm13 - This has lots of bugs and is unplayable because of it. Don't use this version.
  • q3dm13qw - This has all the bugs fixed by Muff1n from the above version. Use this.
Both can be found on nl.besmella.com:28501
2014-07-05, 10:52
News Writer
906 posts

Registered:
Jan 2006
Mick wrote:
My first beta of CPM4

q1q3cpm4 : need a lot : q1q3cpm4_beta1.zip

I found a bug in this map. Do you want me to record a demo or something so I can show you? I tested it on cpm4 in CPMA and it definitely isn't right.

Also the problems I am finding with all of the q3>q1 conversions are this:
  • Vertically they are too big. The Q1 dude is smaller than the Q3 guy. I think they should be scaled down vertically only or maybe a small amount horizontally too. Perhaps we can test this? Rocket jumps and regular jumps that are possible in Q3/CPMA are not possible in QW.
  • There are mini-stairs everywhere on these maps and without using pm_airstep (on ktx) where you can jump up stairs the maps can't be played how they were originally. Can the stairs be converted to ramps or even clipped as ramps but still look like stairs?
2014-07-05, 13:10
Member
338 posts

Registered:
Feb 2006
dirtbox wrote:
I found a bug in this map. Do you want me to record a demo or something so I can show you? I tested it on cpm4 in CPMA and it definitely isn't right.


Sure
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2014-07-06, 11:36
News Writer
906 posts

Registered:
Jan 2006
What is your email address so I can send u the demo
2014-07-06, 13:41
Member
232 posts

Registered:
Feb 2006
To do with jumppad near RL?
vb.drok-radnik.com
2014-07-06, 14:30
News Writer
906 posts

Registered:
Jan 2006
2014-07-06, 16:01
Member
338 posts

Registered:
Feb 2006
Haha nice spot
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2014-07-06, 20:29
News Writer
906 posts

Registered:
Jan 2006
Did you see the bit at the end about the RJ?
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