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Quake 3 to Enemy Territory Map and Texture Converter Rate Topic: -----

#11 User is offline   illogical Icon

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Posted 30 September 2004 - 02:32 AM

Well, I'll write in the whole "detect missing textures/shaders" deal, that shouldn't be too difficult. As for including any textures/shaders which are property of id Software, well, I'm working on that.

Avatar of Woe, give me like a day, and then I'd love to work with you and your situation.

#12 Guest_=BAND=Squad Leader

Posted 30 September 2004 - 06:48 AM

The only negative that I can think of is that if this app becomes public, it would be really easy for people to port maps that aren't theirs, if it works as I understand it does. This would result in confusion to say the least.

#13 User is offline   Hybridesque (old) Icon

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Posted 30 September 2004 - 12:05 PM

Yup, that was one of my fears of this thing... as it appears it can handle maps that aren't compiled with Q3Map2 as far as we are aware.

I've spoken to Illogical on this subject and he's going to monitor this very carefully.

Besides, a change in the ents for ET-Urban Terror would stop the output maps from working properly in ET-Urban Terror, at worst... anybody that tries to pull a stunt like that would only be able to use it in FFA.

I can't honestly expect SID to modify the entities and .def file in such a way anyway... they'll just modify things a little.

#14 User is offline   tr!ckn0l0gy (old) Icon

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Posted 13 October 2004 - 12:21 AM

That's great work, illo. And hell yeah, we really need a func to include custom textures in the port process. I am currently beginning a map with many own textures and I am wondering how difficult the port will be.... :?:

#15 User is offline   illogical Icon

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Posted 13 October 2004 - 12:53 AM

Some general rules if you want the port from Q3 to ET to be as painless as possible...

1) Make sure all of your textures have dimensions that are powers of 2. ET is anal retensive when it comes to this.
2) Steer clear of any base Q3 textures, even stock Urban Terror textures. If you really must use them, copy them to your own texture directory. Same goes with shaders, models, skyboxes, etc...

Lighting and map scale won't be a problem, so you can relax there. I will stress the idea that if you can recompile your map for ET, do that. While the converter is taking shape nicely, it is no substitute for a clean compile.

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#16 User is offline   illogical Icon

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Posted 31 October 2004 - 03:25 PM

Test, test. Is this thing on?

The map and texture converter is done (for now ;-)). I've put in some additional features to encourage good texture and shader naming, as well as to ensure your PK3 has everything needed by your map. And the list of features is...

- BSP version patching
- BSP texture, shader, model, and sound verification
- Shader verification (this is not syntax checking, but making sure all required textures exist)
- Texture resizing when needed (includes levelshots and model textures)

Here is the log generated from converting ut_pgrounds-urt3:
PK3 structure is:
-------------------------------------------------------------------------------
/levelshots/
/levelshots/ut_pgrounds-urt3.tga
/maps/
/maps/ut_pgrounds-urt3.TGA
/maps/ut_pgrounds-urt3.aas
/maps/ut_pgrounds-urt3.bsp
/scripts/
/scripts/ut_pgrounds-nd.shader
/scripts/ut_pgrounds-urt3.arena
/textures/
/textures/ut_pgrounds/
/textures/ut_pgrounds/black.jpg
/textures/ut_pgrounds/block1.jpg
/textures/ut_pgrounds/cement_blind.jpg
/textures/ut_pgrounds/cement_blue.jpg
/textures/ut_pgrounds/cement_red.jpg
/textures/ut_pgrounds/concrete_dusty.jpg
/textures/ut_pgrounds/concreteold3lg.jpg
/textures/ut_pgrounds/daysky.jpg
/textures/ut_pgrounds/dirt-gravel.jpg
/textures/ut_pgrounds/dirt-gravel2.jpg
/textures/ut_pgrounds/dirt-gravel3.jpg
/textures/ut_pgrounds/env/
/textures/ut_pgrounds/env/london.txt
/textures/ut_pgrounds/env/london_bk.tga
/textures/ut_pgrounds/env/london_dn.tga
/textures/ut_pgrounds/env/london_ft.tga
/textures/ut_pgrounds/env/london_lf.tga
/textures/ut_pgrounds/env/london_rt.tga
/textures/ut_pgrounds/env/london_up.tga
/textures/ut_pgrounds/env/londonday_bk.tga
/textures/ut_pgrounds/env/londonday_dn.tga
/textures/ut_pgrounds/env/londonday_ft.tga
/textures/ut_pgrounds/env/londonday_lf.tga
/textures/ut_pgrounds/env/londonday_rt.tga
/textures/ut_pgrounds/env/londonday_up.tga
/textures/ut_pgrounds/fog.tga
/textures/ut_pgrounds/fog_pgrounds
/textures/ut_pgrounds/fogcloud1.jpg
/textures/ut_pgrounds/fogcloud2.jpg
/textures/ut_pgrounds/fs_greybrick_bstripe.jpg
/textures/ut_pgrounds/fs_greybrick_rstripe.jpg
/textures/ut_pgrounds/glassfx.tga
/textures/ut_pgrounds/gleam.jpg
/textures/ut_pgrounds/light_glass
/textures/ut_pgrounds/london.jpg
/textures/ut_pgrounds/nightsky.jpg
/textures/ut_pgrounds/plywood_concrete.jpg
/textures/ut_pgrounds/plywood_wall-b.jpg
/textures/ut_pgrounds/plywood_wall.jpg
/textures/ut_pgrounds/shiny3.jpg
/textures/ut_pgrounds/sign_discharge.jpg
/textures/ut_pgrounds/sign_rules.jpg
/textures/ut_pgrounds/sign_safety.jpg
/textures/ut_pgrounds/tin_corrugated.tga
/textures/ut_pgrounds/wall_mortar-stone.jpg
/textures/ut_pgrounds/wetgravel1.jpg
/textures/ut_pgrounds/wood_post.jpg
/ut_pgrounds-urt3.txt

Errors and Warnings:
-------------------------------------------------------------------------------
WARNING: SHADER: scripts/ut_pgrounds-nd.shader: Shader textures/ut_pgrounds/nightsky matches an existing texture
WARNING: SHADER: scripts/ut_pgrounds-nd.shader:textures/ut_pgrounds/nightsky: Referenced editor image textures/ut_pgrounds/nightsky.tga not found
WARNING: SHADER: scripts/ut_pgrounds-nd.shader: Shader textures/ut_pgrounds/daysky matches an existing texture
WARNING: SHADER: scripts/ut_pgrounds-nd.shader:textures/ut_pgrounds/daysky: Referenced editor image textures/ut_pgrounds/daysky.tga not found
ERROR:   SHADER: scripts/ut_pgrounds-nd.shader:textures/ut_pgrounds/fog_pgrounds: Referenced texture textures/ut_pgrounds/fogcloud1.tga not found
ERROR:   SHADER: scripts/ut_pgrounds-nd.shader:textures/ut_pgrounds/fog_pgrounds: Referenced texture textures/ut_pgrounds/fogcloud2.tga not found
WARNING: SHADER: scripts/ut_pgrounds-nd.shader:textures/ut_pgrounds/light_glass: Referenced editor image textures/ut_pgrounds/shiny3.tga not found


Conversion log:
-------------------------------------------------------------------------------
Map Converter v1.0.0 by illogical
---------------------------------
Opening configuration file... Done
    -> Filename: ut_pgrounds-urt3.pk3
    -> Email: jeff@404ster.com
    -> Resize Method: nearest

Creating work directory... Done
Unzipping PK3... Done

Reading directory structure... Done
Looking in /maps...
    -> Opening BSP /maps/ut_pgrounds-urt3.bsp...
        -> Patching version... Done
        -> Validating entities...
Looking in /levelshots...
    -> /levelshots/ut_pgrounds-urt3.tga is 512 x 512
        -> Dimensions are powers of 2
Looking in /textures...
    -> /textures/ut_pgrounds/glassfx.tga is 128 x 128
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/sign_safety.jpg is 256 x 128
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/shiny3.jpg is 128 x 128
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/env/london_rt.tga is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/cement_red.jpg is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/fogcloud2.jpg is 128 x 128
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/env/londonday_dn.tga is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/block1.jpg is 128 x 128
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/wood_post.jpg is 8 x 64
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/cement_blind.jpg is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/wall_mortar-stone.jpg is 256 x 128
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/env/london_dn.tga is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/concreteold3lg.jpg is 512 x 512
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/fs_greybrick_bstripe.jpg is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/black.jpg is 64 x 64
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/plywood_concrete.jpg is 128 x 128
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/nightsky.jpg is 64 x 32
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/plywood_wall.jpg is 256 x 512
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/env/londonday_lf.tga is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/env/londonday_bk.tga is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/dirt-gravel3.jpg is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/cement_blue.jpg is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/concrete_dusty.jpg is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/env/london_bk.tga is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/plywood_wall-b.jpg is 256 x 512
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/wetgravel1.jpg is 128 x 128
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/env/london_up.tga is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/env/londonday_rt.tga is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/daysky.jpg is 64 x 32
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/fogcloud1.jpg is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/tin_corrugated.tga is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/london.jpg is 64 x 32
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/env/london_ft.tga is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/fs_greybrick_rstripe.jpg is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/fog.tga is 64 x 64
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/dirt-gravel2.jpg is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/env/londonday_ft.tga is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/env/londonday_up.tga is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/sign_rules.jpg is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/sign_discharge.jpg is 256 x 128
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/gleam.jpg is 70 x 128
        -> Width is not a power of 2, resizing to 64
        -> Height is a power of 2
        -> Resizing and saving... Done
    -> /textures/ut_pgrounds/dirt-gravel.jpg is 256 x 256
        -> Dimensions are powers of 2
    -> /textures/ut_pgrounds/env/london_lf.tga is 256 x 256
        -> Dimensions are powers of 2
Looking in /models...
Looking in /scripts...
    -> Checking scripts/ut_pgrounds-nd.shader...
        -> WARNING: Shader textures/ut_pgrounds/nightsky matches an existing texture
            -> WARNING: Referenced editor image textures/ut_pgrounds/nightsky.tga not found
        -> WARNING: Shader textures/ut_pgrounds/daysky matches an existing texture
            -> WARNING: Referenced editor image textures/ut_pgrounds/daysky.tga not found
        -> Checking shader textures/ut_pgrounds/fog_pgrounds
            -> ERROR:   Referenced texture textures/ut_pgrounds/fogcloud1.tga not found
            -> ERROR:   Referenced texture textures/ut_pgrounds/fogcloud2.tga not found
        -> Checking shader textures/ut_pgrounds/light_glass
            -> WARNING: Referenced editor image textures/ut_pgrounds/shiny3.tga not found
Recompressing files... Done


Total processing time: 8s


Converter use will still be regulated by my previous post.

#17 User is offline   Wily Duck Icon

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Posted 01 November 2004 - 08:19 AM

gj with QA illogical.

This program may bring us ET:UT faster, which is of course a Good Thing.

#18 User is offline   illogical Icon

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Posted 01 November 2004 - 08:37 AM

I don't know about it bringing us ET:UT any faster broomhead (the character in your avatar ;-)). For me this was simply a lesson in programming, at least, that's how it started. If SID would like to use the converter, that's fine with me. But, I'm sure they realize what a fresh build for that engine can do over a converter. If you can recompile it, do it. Converter should be last resort (or first stop, depending on the existance of a .map).

#19 User is offline   Hybridesque (old) Icon

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Posted 01 November 2004 - 12:16 PM

this 'product' should be the last resort... always.

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