View Full Version : How to make MB2 versions of Base
How do you make a MB2 version of a base map? (Like the CMP_Duel maps)
I would enjoy making a Korriban map with nothing but saber-ers (Preferrably the crystal part from the old siege map)
You would have to decompile the original JA maps and then add all the lights back in, re-align all the textures, fix anything that the decompile broke and add proper siege spawnpoints. Unless or course it is a sample map that comes with Radiant in that case just add siege stuff, of course you also have to remove some entities that won't be used.
Entity only compiles dont mess up anything.. so u can just add the siege spawns.. and objs.. and recompile :P
If he wants duel versions though his going to have to split the map up.
Entity only compiles dont mess up anything.. so u can just add the siege spawns.. and objs.. and recompile :P
Ugh, yeah right.
Decompiling is a bitch as Plasma says;
You would have to decompile the original JA maps and then add all the lights back in, re-align all the textures, fix anything that the decompile broke and add proper siege spawnpoints. Unless or course it is a sample map that comes with Radiant in that case just add siege stuff, of course you also have to remove some entities that won't be used.
Its nasty stuff.
Korriban and Vjun were very hard to get back right. They arent even 'right' too, but they will do.
Vjun duel was made weirdly, it had these little bits of brushes everywhere... It was ugly.
Unless you want to do it like Siege Destroyer... Which was easy to do... But BASE seige maps will be hard to do because they are made for MORE than five minutes.
MandaloreBIC
11-12-2007, 01:10
Ugh, yeah right.
Decompiling is a bitch as Plasma says;
You would have to decompile the original JA maps and then add all the lights back in, re-align all the textures, fix anything that the decompile broke and add proper siege spawnpoints. Unless or course it is a sample map that comes with Radiant in that case just add siege stuff, of course you also have to remove some entities that won't be used.
Its nasty stuff.
Korriban and Vjun were very hard to get back right. They arent even 'right' too, but they will do.
Vjun duel was made weirdly, it had these little bits of brushes everywhere... It was ugly.
Unless you want to do it like Siege Destroyer... Which was easy to do... But BASE seige maps will be hard to do because they are made for MORE than five minutes.
UGG!!! shivers
trust me, i tried to make some SP maps into mp, it was FUGLY! (actully tattoonine hanger worked out quite well as i only had like 2 textures to align)
UnsungHero
11-12-2007, 03:42
or if you want you can download the sample .map's that lucasarts released for jk2 and jk3, with such things as ns_streets and votj_duel from jk2 and stuff like t2_rancor and t1_rail from jka
Assassin
11-12-2007, 05:13
Make your own maps plox.
obiwan3001
11-12-2007, 13:21
I dont see whats wrong with decompileing..letting somone fix it all up, as long as its a base map.
Lije plenty of Duel maps can be taken from single player, strp away all but ending major part..ect?
Master Ailan
08-01-2008, 21:40
I know this is an old thread sorry, but you can do an entity only compile with a .bsp and a .ent file. Pretty easy to add entities then.
q3map2.exe -v -game ja -onlyents entfile.ent
MandaloreBIC
17-01-2008, 08:08
I know this is an old thread sorry, but you can do an entity only compile with a .bsp and a .ent file. Pretty easy to add entities then.
q3map2.exe -v -game ja -onlyents entfile.ent
... It's not quite the same, some entities you have to retarget, and you can't put in useful things like clip brushes to stop people from running off everywhere or chop sections that you have no need for.
U can also entity only compile it by decompiling it first, adding the ents in radiant.. and recompiling with .onlyents
that was u dont need a .ent file ;)
But dont do that w/o permission..
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