Garry's Mod

Garry's Mod

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Jedi Knight Academy Map Porting
Af Squire Trelawney
This is a quick tutorial covering the basics of porting from Jedi Knight Academy, as well as the Movie Battles Mod.
   
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Introduction
This is a quick tutorial covering the basics of porting from Jedi Knight Academy, as well as the Movie Battles Mod.

The Process is quite simple, yet tedious. This is by no means a perfect system, but this is the best way I have figured out. I will not be explaining how to setup any of these SDKs, there is plenty of literature on this, and it’s rather simple.
How to decompile a BSP into a .map file
-Get the .bsp file of the map you want to convert. (PK3s can be opened with winrar/7zip)

-Create a .bat file in the same directory as your .bsp with this text:

"[PATH TO q3map2.exe]" -game q3a -convert -format map [NAME OF YOUR MAP].bsp

Example:
"E:\QuakeMapping\GtkRadiant\GtkRadiant-1.6.6-20180422\q3map2.exe" -game ja -convert -format map starwars.bsp

-Run the .bat file you just created (it will give a lot of errors, ignore those) It will create a .map file in the same directory as your .bsp
File Conversion
-Open the .map file up in Hammer 3.4 and save it as a .rmf
-Open up your current hammer editor and resave the map as a HL2 VMF
-Congrats you have ported a map!
Porting textures
(There is no easy way to do this as far as I know)
Open up the map and use your face edit sheet to track the path of the texture you want to recover.
- Search the maps PK3 or texture folder to find the correct PNG or JPG
-Convert the texture to a VTF using the EXACT file names they had originally
-The textures should appear on the brush as they were applied originally.
Porting Models
As of now I do not have the skills of how to port the models, it seems rather straightforward however.