Basically, Quake Arena Arcade and QLive uses the same engine, requiring no porting to get the maps to run besides figuring shaders, sounds and textures manually, which is mostly a boring rename and copy-paste job. And lots of eyeing the maps.
After playing around with the files a bit, i noticed that the issue most people have (offset "shadows") might be a result of the XBox using Swizzling, and / or a different Endianness on its side, which might cause stuff like that to happen.
A visual result can be seen here, along with a video: Twitter Thread, maybe if the BSP lighting data can be de-swizzled or converted to a PC-compliant endian format, the map itself can be fixed without needing a recompile, since bot files (named iaa due to how quickBMS works to guess file formats) and the BSP itself already works out of the box as mentioned before. Meaning, one can bring the Xbox-exclusive maps to PC without huge changes.
Basically, Quake Arena Arcade and QLive uses the same engine, requiring no porting to get the maps to run besides figuring shaders, sounds and textures manually, which is mostly a boring rename and copy-paste job. And lots of eyeing the maps.
After playing around with the files a bit, i noticed that the issue most people have (offset "shadows") might be a result of the XBox using Swizzling, and / or a different Endianness on its side, which might cause stuff like that to happen.
A visual result can be seen here, along with a video: Twitter Thread, maybe if the BSP lighting data can be de-swizzled or converted to a PC-compliant endian format, the map itself can be fixed without needing a recompile, since bot files (named iaa due to how quickBMS works to guess file formats) and the BSP itself already works out of the box as mentioned before. Meaning, one can bring the Xbox-exclusive maps to PC without huge changes.