q3map2 2.5.17 fork which decompiles texture coordinates (patch ported from NetRadiant)
Most textures are now aligned properly after decompiling, except for some surfaces (especially if they have weird orientation/primitives). This still results in mostly accurate .map
, which saves a lot of time since only a few surfaces have to be adjusted by hand.
The original q3map2 project files were cleaned up and remade as a Premake build script, which can be built independently without Radiant.
See the Releases tab in Github.
In order to scale textures properly, some shader information has to be read from a "VFS" (Virtual File System). The VFS is set with the -fs_basepath "path/to/vfs"
parameter.
IMPORTANT: The VFS is the folder that contains the /base
folder. Contrary to what the name implies, don't set -fs_basepath
to the base folder itself! Use its parent folder instead.
The base folder must contain the shaderlist and all shaders used by the map you are going to decompile. This means that you should copy the .pk3
file that contains the shaders used by the map. Any missing shader will be scaled incorrectly.
You should be able to use the same base folder as you use with Radiant. If you want to make a separate, clean folder for decompiling, just start Radiant in a new folder that contains assets and it will automatically generate the files for you.
$ q3map2 -game ja -fs_basepath "path/to/vfs" -convert -format map "path/to/bsp"
Download dependencies and create project files in command prompt:
$ premake5 setup
$ premake5 vs2017
This creates project files for Visual Studio 2017. Type premake5 --help
for a list of generators to use in place of vs2017
.