![]() ![]() qrk file (QuArK map file for hand editing).Ĥ. Install, load it, and under 'Games', run it in Quake 4 mode. I've no idea whether there's a tool that automates such a conversion, but this is what works for me.Ģ. is there any way to lock textures, to prevent them from shifting when I move or rotate brushes? ![]() But when I try to move or rotate any brush (except curves and patches), its textures shift and I have to fix them again. When I open the map in GTKRadiant, it changes project settings and the map looks good. When I open the map in QERadiant, it suggest converting into the standard format and, thus, I have to re-fix all shifted textures.Ģ. I returned to my first converted Q4 map, opened it in GTKRadiant, changed project settings (I had to do it, otherwise it was impossible to edit the map), fixed some tiny bugs, compiled a *.bsp and *.aas and everything seemed to be OK.ġ. ![]() After changing project settings there was no need to fix textures (they looked to be properly applied). Later I worked at another map and opened it (after conversion) in GTKRadiant (v.1.6.4) which suggested converting into the standard format or changing project settings (surprise!). I agreed and then I had to fix a lot of textures. I edited it in QERadiant and at the beginning there was a notification that as the map had primitives the map should be converted into the standard format and, thus, textures could be shifted. I successfully converted a Q4 map into Q3 format. Last edited by themuffinman on 08-11-2012 03:38 AM, edited 1 time in total. You can PM the map to me if you like so I can see if I can convert it for ya. The only geometry I can't convert yet are models such as used for terrain - they're stored in proc files so I know where to find them, just not how to convert them yet. Here's phantq4dm8 loaded in QuArK in its Q4 format, in Radiant converted to Q3 format and in-game: How about some proof that my method works? Since phantazm11 is here it may be most appropriate to use a Q4 map of his (don't worry, just using it as an example, nothing more). I can't guarantee that it always works, but I'm yet to be unable to convert any map so far. I've only got errors about floating point operations before, and that had to do with a glitch in the 3D camera view which can be disabled beforehand to prevent the error. If I choose to continue it says that the file extensions does not match the file contents. Quark gives a file corruption error when I try your method. But this is a paradigm change ("how pompous can you get" meaning myself ). I am a bit surprised that the format was changed this much, I had expected to remove a few here and there, maybe rearrange the order of the coordinates, reformatting them basically. The tool you found, is actually for q1 and q2 maps to be converted to q3a. ![]() It would take someone with geometry expertise to write something up. There is no trivial way to convert a Q4 map to Q3A. The Q4 format seems to be a lot more efficient as I read it. I never looked into how geometry is actually saved by the editor, but the older ones seem to be using coordinate triplets to save (what I am guessing one "vertex-face"), whereas those get replaced by a group of four numbers in Q4. and the other numbers are all over the place. the q3 128 coordinate is suddenly -128 in q4. now if the brushes were exactly the same, then there is nothing I can do. ![]()
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