Author |
Message |
JayREEZY
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Wednesday, November 23, 2011
I've done a lot of searching, and I've managed to find a .bsp to .obj converter that works for ZEQ2-Lite. And rather than make you all look for it, here it is
Now get to editing you editors!!!
EX: Here I'm using it on Baldwin's IslandCity map. Don't forget to run it as an administrator to allow conversions!
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Shenku
RiO Incarnate
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Wednesday, November 23, 2011
Interesting... I may have to try this sucker out...
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Domo-Kun
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Wednesday, November 23, 2011
Looks handy :O Shouldn't it be in the learning thread though?
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JayREEZY
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Wednesday, November 23, 2011
I'm liking that Vegetto render domo . I think this is more of a modelling/editing resource though.. Part of me is hoping this will be stickied *crosses fingers*
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Laguna|DaGGeR
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Wednesday, November 23, 2011
you can take out model parts with netradiant I did it when I needed trees and bushes from landing map for my Kaioshin world map *laughing out loud*
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NikhilR
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Thursday, November 24, 2011
Good work JayREEZY,
Its a good learning resource, though it can be used in ways the original map author may not approve of...
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JayREEZY
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Thursday, November 24, 2011
Notice how I said Baldwin's IslandCity map .
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Baldwin
Lost Soul
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Thursday, November 24, 2011
*laughing out loud* you can see so many mistakes without the textures! *laughing out loud* Anyone can use all my content, I don't care Do whatever Thus my knowledge not being original, I got it from an existing foundation, therefore it's not my place for such restrictions.
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NikhilR
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Friday, November 25, 2011
JayREEZY wrote : Notice how I said Baldwin's IslandCity map .
Well I hope other users of this software are as responsible as we are.
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JayREEZY
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Friday, November 25, 2011
I'm not sure any irresponsible users of this software have any idea how to use NetRadiant
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NikhilR
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Friday, November 25, 2011
Well you don't need to know net radiant, but map assets are easily accessible in 3ds max after the .bsp file is converted to .obj and imported in.
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JayREEZY
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Friday, November 25, 2011
NikhilR wrote : Well you don't need to know net radiant, but map assets are easily accessible in 3ds max after the .bsp file is converted to .obj and imported in.
Oh, you mean those kind of guys..?? Trust me, they can rip maps and models from COMMERCIAL games. What chance do we have at stopping them as an open source project?
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Shenku
RiO Incarnate
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Friday, November 25, 2011
JayREEZY wrote : NikhilR wrote : Well you don't need to know net radiant, but map assets are easily accessible in 3ds max after the .bsp file is converted to .obj and imported in.
Oh, you mean those kind of guys..?? Trust me, they can rip maps and models from COMMERCIAL games. What chance do we have a stopping them as an open source project?
Self-policing seems to have worked for the most part so far. It's not a perfect way to prevent it, but then again there is no perfect way to prevent ripping. We just have to keep telling people not to do it, and hope that they learn.
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NikhilR
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Saturday, November 26, 2011
It would depend on how unique the map/model is in question. The model (as well as many interior assets) I'm making aren't present even in the commercial games...
in any case that's not going to stop me from completing the map.
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ivanhoeGT
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Friday, January 06, 2012
Oh sorry for this...Jay I have a question,how do you change the .obj to .bsp back???
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JayREEZY
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Friday, January 06, 2012
ivanhoeGT wrote : Oh sorry for this...Jay I have a question,how do you change the .obj to .bsp back???
Go further into the map-making tutorial, and it should tell you to compile the map. I don't quite remember which tab in NetRadiant it was, but I tink is says "build". Then select "Bsp Meta Flares", that should make a .bsp file.
You have NetRadiant, right?
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ivanhoeGT
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Friday, January 06, 2012
JayREEZY wrote : ivanhoeGT wrote : Oh sorry for this...Jay I have a question,how do you change the .obj to .bsp back???
Go further into the map-making tutorial, and it should tell you to compile the map. I don't quite remember which tab in NetRadiant it was, but I tink is says "build". Then select "Bsp Meta Flares", that should make a .bsp file.
You have NetRadiant, right?
yeah but I don't even know how to use it...I saw the tutorial but I don't understand
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alishan22
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Friday, August 17, 2012
Whenever I try to convert the maps I get a "error in textures" error.Please help.
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JayREEZY
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Monday, August 20, 2012
alishan22 wrote : Whenever I try to convert the maps I get a "error in textures" error.Please help.
I'm sorry... This hiatus has to stop.
Do you have NetRadiant in the same directory as ZEQ2-lite? They key is to get Radiant to recognize the game.
I know, It's pretty hard, and I've declared all ZEQ2-Lite mapping projects dead for now because of it, but you could just as easily succeed where I failed.
Remember, there are still a handful of tutorials around here.
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NELLO!!
Mitico
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Tuesday, August 21, 2012
another question.. I want try to use this program you posted just for do something of easy of course...
for example if I want make bigger one map(just the scale I can with this??) as I understand this will convert the bsp in obj , I will edit the obj and after convert again in bsp, is in this way that work this program??...
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NELLO!!
Mitico
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Tuesday, August 21, 2012
okay I did my first edit now.. how to convert again in bsp the obj file?
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alishan22
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Tuesday, August 21, 2012
See qwerty's blender thread..I had informed him of the perfect converter that could convert any bsp map.
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JayREEZY
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Tuesday, August 21, 2012
NELLO!! wrote : okay I did my first edit now.. how to convert again in bsp the obj file?
You will need NetRadiant to create the .bsp file again. This program can't create a .bsp file, it only makes ZEQ2-Lite maps editable.
Of course if the original .max file is readily available, this is completely lacking in identifiable function
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