Just so you know, we can convert BSP's from JO or JA . . .

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

Moderator: Moderators

Post Reply
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Just so you know, we can convert BSP's from JO or JA . . .

Post by Teancum »

Here's the process ( though I have not personally tested it)

1-Use WinBSPC 1.2 to decompile to .map
2-Use GTKRadiant to convert to Quake 2 .map
3-Use Worldcraft to open the Quake 2 .map, then export to rmf
4-Use the rmf importer found here to import into Max 6/7:
http://www.accode.com/software.htm
5-Break up the mesh in 3dsMax, then export multiple files in a format as xsi.
6-Go from there to msh
Lord-Bandu

RE: Just so you know, we can convert BSP

Post by Lord-Bandu »

What are BSP's?
maxloef
Major General
Major General
Posts: 654
Joined: Mon Jan 03, 2005 4:28 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by maxloef »

Bsp's r files of maps in games that run on the quake 3 engine A bsp is created when compiling a edditable .map file.
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Post by Teancum »

Basically this means that you can convert user-made Jedi Outcast/Academy levels directly into Battlefront. Well -- I wouldn't say that it's a direct conversion, there's a process to it, but it's possible.
Jawa_Killer
Brigadier General
Brigadier General
Posts: 629
Joined: Thu Jun 23, 2005 6:06 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Jawa_Killer »

yeah that would be awesome!
Leviathan
Missing Jedi Admin
Posts: 3277
Joined: Fri Nov 12, 2004 2:54 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Leviathan »

It seems to be too easy to be possible... :? (Moreover, I know WorldCraft, and I doubt it will accept to import a map which uses unknown entities...)
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Post by Teancum »

True, all entities would have to be removed. But, in reality, you'd just be needing world brushes anyhow.
Leviathan
Missing Jedi Admin
Posts: 3277
Joined: Fri Nov 12, 2004 2:54 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Leviathan »

Only a try would tell us if such a project is possible... :)
maxloef
Major General
Major General
Posts: 654
Joined: Mon Jan 03, 2005 4:28 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by maxloef »

the thing is i mapped the most amazing venator class stardestroyer for jka anduhm wel we might be able to use it ;)
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Post by Teancum »

I also found a tool called MAP23DS, which will take a decompiled Quake 3 BSP (a .MAP file) and convert it to 3DS for import into Max. So another process could be:

1-Use WinBSPC 1.2 to decompile to .map
2-Use GTKRadiant to convert to Quake 3 .map
3-Put textures & map in the same folder
4-Use MAP23DS (google it) and convert to 3DS
5-Break up the mesh in 3dsMax, then export multiple files in a format as XSI.
7-Use a batch converter to convert textures to TGA
7-Go from there to MSH
Leviathan
Missing Jedi Admin
Posts: 3277
Joined: Fri Nov 12, 2004 2:54 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Leviathan »

Even if it works, I think that all models you'll have extracted and converted won't be "unscathed" after all those steps... :?
Post Reply