Just so you know, we can convert BSP's from JO or JA . . .
Moderator: Moderators
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Just so you know, we can convert BSP's from JO or JA . . .
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
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
RE: Just so you know, we can convert BSP
What are BSP's?
-
- Major General
- Posts: 654
- Joined: Mon Jan 03, 2005 4:28 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
-
- Brigadier General
- Posts: 629
- Joined: Thu Jun 23, 2005 6:06 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
- Missing Jedi Admin
- Posts: 3277
- Joined: Fri Nov 12, 2004 2:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
-
- Missing Jedi Admin
- Posts: 3277
- Joined: Fri Nov 12, 2004 2:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
- Major General
- Posts: 654
- Joined: Mon Jan 03, 2005 4:28 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
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
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