razorace Posted May 5, 2004 Share Posted May 5, 2004 For my TAB Bots (part of OJP), I'm programming the bots to be able to play siege maps correctly and intellegently. Anyway, I need to be able to open up the compiled siege maps by Raven so I can check out how their siege objectives function. The problem is that I only know about the .map existing for the Hoth map. I've heard that you can decompile .bsp files and open them. How do I do that? Link to comment Share on other sites More sharing options...
WadeV1589 Posted May 6, 2004 Share Posted May 6, 2004 First off "search" Second off, good luck decompiling maps like that, god knows how they'll come out with the amount of unique entities n stuff. To be nice though q3map2.exe -game ja -fs_basepath "d:/path/to/gamedata" -convert -format map "d:/path/to/gamedata/base/maps/themap.bsp" fs_basepath is important to ensure textures get fitted correctly and actually show up. Even if you don't need the textures to scale correctly it decreases loading time in GTK so do use it! This has been covered before though. Link to comment Share on other sites More sharing options...
razorace Posted May 6, 2004 Author Share Posted May 6, 2004 Oh, sorry about. I've gotten so used to the search function being disabled due to server load that I didn't even try that. Anyway, thanks for the info. It looks like I can get the data I needed. Do the textures have to be unzipped out of the .pk3 to be spoted by q3map? Also, I just tried searching for decompiling .map and it didn't bring up a thread (other than this one) that had the answer. Link to comment Share on other sites More sharing options...
WadeV1589 Posted May 6, 2004 Share Posted May 6, 2004 http://www.lucasforums.com/showthread.php?s=&threadid=124278&highlight=decompile http://www.lucasforums.com/showthread.php?s=&threadid=123430&highlight=decompile That was searching for decompile As for the textures, I think they need to be out of the PK3. Link to comment Share on other sites More sharing options...
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