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

#1 User is offline   illogical Icon

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Posted 28 September 2004 - 02:12 PM

I think this qualifies as a "I strike again!" moment. With minimal prodding from BladeKiller, I cranked out an application to do this. However it's not quite what you'd think of as an application... You actually upload the PK3 to the site, it does its magic, then emails you a link to the new PK3. I've successfully converted every map I've tried (minus the inherent issues of missing Urban Terror textures, though I'm putting together a PK3 of those for testing).

Some screenshots of the new map ut_canyon (note: the boxes on the bridge use an Urban Terror texture)...
http://urbanterror.4...2-ut_canyon.jpg
http://urbanterror.4...0-ut_canyon.jpg

One of Sliema (after I put a Urban Terror textures pack through the converter):
http://urbanterror.4...3-ut_sliema.jpg

Three of Paradise:
http://urbanterror.4...ut_Paradise.jpg
http://urbanterror.4...ut_Paradise.jpg
http://urbanterror.4...ut_Paradise.jpg

Lots of ut_horror (notice the lack of an alpha channel on the spiderweb? Bug. Or the orange grid texture? Missing texture.
http://urbanterror.4...1-ut_horror.jpg
http://urbanterror.4...6-ut_horror.jpg
http://urbanterror.4...4-ut_horror.jpg
http://urbanterror.4...8-ut_horror.jpg
http://urbanterror.4...4-ut_horror.jpg
http://urbanterror.4...7-ut_horror.jpg
http://urbanterror.4...2-ut_horror.jpg
http://urbanterror.4...9-ut_horror.jpg
http://urbanterror.4...6-ut_horror.jpg
http://urbanterror.4...0-ut_horror.jpg

And of course, Desert Ville - Version 2:
http://urbanterror.4...t_dville-v2.jpg
http://urbanterror.4...t_dville-v2.jpg

For those who are wanting to give it a try, just PM me for the link.

#2 User is offline   HoboHumpinSlut (old) Icon

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Posted 28 September 2004 - 06:57 PM

a bsp converter and pk3 repacker?

good job illo

#3 User is offline   illogical Icon

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Posted 28 September 2004 - 11:14 PM

Well, it also resizes textures where needed as ET will not display a texture unless its dimensions are powers of 2. I give the option of always shrinking to fit, growing to fit, or have it pick the method that has the least difference.

Edit:
Tossed ut_Paradise though it, seems to work good.

#4 User is offline   rashly (old) Icon

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Posted 29 September 2004 - 01:25 AM

does etut support larger texture resolutions compared to q3ut?

if so, will larger textures be used in the port?

where can i find a comparision of the et engine and q3 engine?

thanks.

#5 User is offline   illogical Icon

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Posted 29 September 2004 - 08:30 AM

I would imagine textures would remain the same, or close to. The main reason for this being texture alignment. Does ET support larger textures? Well, if its dimensions are powers of 2, and it doesn't kill the scene, then yes. Really you're just playing with a slighly modified Q3 engine.

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#6 User is offline   codey (old) Icon

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Posted 29 September 2004 - 12:30 PM

That's simply awesome work illogical!

I've spent some time working on a map for current UrT and as I'm a mac user I'd thought I'd have to get down in the mud and beg somebody else to convert it for ETUT. Now I only have to worship you.

From the look of the teepees I assume it also handles models without problems, right?

cheers

#7 User is offline   illogical Icon

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Posted 29 September 2004 - 01:28 PM

Near as I can tell, works like a charm.

EDIT:
Bug in the resizing of TGA's that have an alpha channel. That channel is not preserved! I'm working on a fix right now. Also, more screenshots in the first post.

#8 User is offline   MrSentry Icon

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Posted 29 September 2004 - 06:10 PM

awsome job !!!!!!!!!!!!!!!!!



You sir, are a Uber-NERD :shock:

#9 User is offline   illogical Icon

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Posted 29 September 2004 - 09:32 PM

Thanks MrSentry!

I figured out my problem with ut_horror and alpha channels... I forgot some Urban Terror shaders. I also created a Quake 3 texture and shader pk3 because I know some people used those textures. I attached even more shots of ut_horror to show I got it work. I may talk with id Software about including single textures/shaders where needed. That would require the converter to check for missing textures, eek!

#10 Guest_=BAND=Squad Leader

Posted 30 September 2004 - 02:16 AM

That is genius. Great, great work.

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