View Full Version : Porting maps from W:ET
space
05-17-2007, 10:11 PM
I was just thinking that in Quake 4 there is shitloads of q3 and q2 maps that are just straight ports from q2/3 respectivly. The graphics arnt that great but it just got me thinking about how easy it might be to port W:ET right to ET:QW.. although there is newer code in this rev of the d3 engine so it might not be as easy...
But still if it is.. a QW:ET mod could come out reaaaaaaaally fast =]]
So the question is.. is it possible to port maps from the older q3 engine to the newer d3 engine.. and given the new classes and stuff would the game funcion properly?
AKA Sneaky
05-17-2007, 10:12 PM
There was some port of RTCW maps to W:ET, so i guess it will happen.
Underoath1233
05-17-2007, 11:42 PM
lol i doubt it... the game uses a totally new engine in a way.. W:ET is just too out dated fo rteh new tech to be transfered to ETQW
Kamikazee
05-17-2007, 11:52 PM
Wils said some time (maybe a year ago, time flies) that it might be possible to import W:ET maps. There has been no news on this, so support might as well be broken.
Anyway, looking at the way it could be done in Q4, this would involve stripping out all entities and rewrite all shaders. You would also need to have new textures, which normally can't be ported from W:ET. (Copyright, and such.)
I would advise against it though. Don't forget that W:ET's map gameplay mechanics could turn out completely wrong with ET:QW's assymetric gameplay. I should also add that maps need to be ported with care and love, otherwise it's not worth the work.
Lekane
05-18-2007, 12:29 AM
personnaly, if i had to port et maps to etqw, i'd remake them modern like...
And as kamikaze said... gameplay mechanics are different, you have to include hacking, vehicles, etc.... so you end up with a completely different map :D
sirmonkey
05-18-2007, 01:14 AM
i like that idea!!! you'd have to remove the vehicles and what not, but i'd bet it would be fun! just like playing the wolfenstein demo map in wolf et ....
on that note, how many server ops are going to remove vehicles from the maps? i know when we play halo eather they are all on or all off ( usually all off )
Jantemplar
05-19-2007, 10:39 PM
A few problems. GDF is a global force, most of the maps needed are big for vehicles and spread out for objectives. but i would say that a mod might do it.
Sainted
05-19-2007, 11:20 PM
i like that idea!!! you'd have to remove the vehicles and what not, but i'd bet it would be fun! just like playing the wolfenstein demo map in wolf et ....
on that note, how many server ops are going to remove vehicles from the maps? i know when we play halo eather they are all on or all off ( usually all off )
Clan.LrF (http://www.clan-lrf.com), an unpatched based Wolfenstein: Enemy Territory community has a lot of interest in Enemy Territory: Quake Wars. We will most likely rent an unranked server and set it up for competive play (so 16 slots, no vehicles).
Strogg
05-19-2007, 11:32 PM
Id rather see Tribes 2 Maps ported over to QW ;)
Flesh
05-19-2007, 11:36 PM
I really hope there is some sort of ET remake for QW. If not a mod then someone should at least redo a few of old ET maps. No vehicles, just infantry.
nUllSkillZ
05-20-2007, 01:04 AM
The map Praetoria seems to be suited for ET:QW.
http://www.splashdamage.com/forums/viewtopic.php?t=16546
And may be the MLB and/or LOTR maps.
GreyMatter
05-20-2007, 02:49 AM
When i read along time ago about how big the maps would be i thought about making a map what would fit all the layout of the ET 6 stock maps.
I know they have different terrains and independent objectives but i still thought it would be fun to somehow blend them and maybe start on Battery and work your way through all the other maps on one huge megatexture.
Its one mapping project i have thought about all ready and i haven't even played the game yet lol
Lekane
05-20-2007, 04:38 AM
interesting greymatter....
Grayman
05-20-2007, 10:52 AM
Biggest obstacle would be any scale differences and movement physics. Depending on how etqw plays a ported map could be unplayable because of jumps not working the same for example.
Because the maps still have traditional buildings and such I am guessing that radiant, or a similar editor is used still so ports shouldn't be a problem once tools are out.
CodE-E
05-20-2007, 10:54 AM
Why the hell would you want to play W:ET maps in ET:QW, though? ET:QW is a very different game. With vehicles and asymmetric classes, the W:ET maps just wouldn't play properly.
Sainted
05-20-2007, 12:09 PM
Why the hell would you want to play W:ET maps in ET:QW, though? ET:QW is a very different game. With vehicles and asymmetric classes, the W:ET maps just wouldn't play properly.
There are also CS maps in ET, adjusting the map to fit a new game is doable.
BlackJack
05-20-2007, 01:39 PM
I'm really hoping for an ET-Mod. Cheaters could be banned more effective.
Vote for ETQW:W:ET Mod :D
RotzKotz_ere
05-20-2007, 02:02 PM
Somewhere in this forum I read importing Quake4 .map files and some others/more .map.
That way it might be possible, without any workarounds or external importers/converters :)
danuker
05-20-2007, 02:43 PM
I wonder how an ET:QW version of mp_beach from the original RtCW play like... GDF storming the stores in rubber boats, braving Strogg shields and fire and trying to steal the secret documents of some sort and transmitting them. ;)
Deployables will probably be a major issue, but hey, it would be amusing at least.
[]v[]
08-25-2007, 08:28 AM
So lets say you can transfer brushwork. How about trigger boxes i presume theres some form of this as you get hints as you are near something.
Would be needed to grab a spawn flag.
PytoX
08-25-2007, 11:04 AM
Prolly the first conversion map would be mp_beach :p
HalF.DeaD
08-25-2007, 12:12 PM
Spawn flags would be replaced with computer spawn points, but the only problem would be it takes too much time to capture it.
Satchel charge objectives are problem. Maybe 3rd eye camera/flying drone ;)
I think that Beach, Frostbite, and Radar would be very good in Quake Wars :P
And Fueldump is very slow map, maybe vehicles could be added together with MCP which would replace the tank.
Kamikazee
08-25-2007, 01:13 PM
v[];117199']So lets say you can transfer brushwork. How about trigger boxes i presume theres some form of this as you get hints as you are near something.
Would be needed to grab a spawn flag.
Doom 3 still has the good ol' trigger_multiple, so you should be able to combine objective scripting with triggers.
Calculator
08-25-2007, 01:44 PM
I'd like to have some maps with the W:ET feeling in ET:QW too, but I think it'd be better to re-create the map from scratch with the ET:QW possibilities in mind rather than port it. An example, you could make a Fuel Dump-like map, where the Allies first have to escort an MCP over a constructible bridge and then drive it through the tunnel, deploy it and gain a forward spawn. Then, it'll fire a rocket to destroy the Strogg shield protecting the Fuel Dump and from there, it's the same as the original map: destroy the Fuel Dump. You can use a Covert Ops in disguise, or you can hack the defenses surrounding the Fuel Dump. :)
Ooh... fantasy! :D
JBRAA
08-25-2007, 01:50 PM
I'd like a Wolf ET soundpack for ET:QW :D
Strogg says: Jawool!! Nein!!
GorkerMorker
08-25-2007, 08:16 PM
Wouldn't it be possible to export the meshes from the maps into the QW editor? I know they're completely different engines, but with a maya or 3dmax or something it could be possible.
[]v[]
08-25-2007, 08:23 PM
Yes there is an .obj exporter in GtkRadiant 1.5.0
I tried it yesterday and works ok if not after a few teething problems.
Converted brushwork terrain into a .obj terrain mesh.:)
]UBC[ McNite
09-02-2007, 10:37 AM
As Kami said... the biggest problem with converting maps from one game to the other is the objectives layout, and for QW especially with the asymmetricality of the medic classes, let alone the question of how and which vehicles from QW to put into an ET map. Another serious difference are the deployables... imagine oasis with APTs. The Engie turrets are a very defensive aspect, and if you have the turrets, you need something to counter them.
On the other hand... I can see smaller QW maps without heavy vehicles getting quite popular too, especially for competition. Since heavies tend to add to spam and abusing, I could also see small or medium size maps that only include the small and fast vehicles.
Just my random ideas.
sion47
09-02-2007, 01:17 PM
Umm theres a game already which uses wolf et's maps: wolf et. Why would u want to port em into etqw if u can play em anytime in wolf et with packed servers and fitting gameplay?
[]v[]
09-02-2007, 02:01 PM
Better graphics, new gameplay, new features. More custom maps and also introduces maps to people who may not have played them before.
]UBC[ McNite
09-02-2007, 02:35 PM
Yepp and lets face it, some of the ET maps (and RtCW maps before) just offer damn good gameplay and fun. So if you can get this ported over, why not?
FoxiT
09-02-2007, 03:09 PM
Guys,
hi to all i am new of the forum. I am proud to announce to u that me and my mod team are already making the Return To Enemy Territory (RTET for the frineds). A mod for QW that it will be similar to the real ET. We are still searching for another coder, mapmaker and modelmaker who can help us. The site will be up soon, this week. For the moment i am making the et maps for q4 to see how htey works with new engines and we want to remake all the old maps as Supply or Braundorf! Stay tuned!
;)
Kamikazee
09-02-2007, 03:44 PM
Hmmm, have you got some texture artists working on re-painting all textures?
zweiosx
09-02-2007, 04:01 PM
mmmm ...goldrush
A Cute Puppy
09-03-2007, 10:47 PM
It'd be awesome to see mp_beach totally redone to fit QW. A direct port would be neat, but if we're willing to give up that touch of nostalgia, it might even be more fun :P
Extend the beach a bit, perhaps give the attacking side (I'd assume GDF, but who knows) a tank to roll up in. Give a few spots that the defenders could put some deployables, probably not much call/space for APT though. The indoors wouldn't have to change too much at all, but I don't think it'd be war documents the Strogg are hiding :P
space
09-03-2007, 11:03 PM
Also.. you would be using the new weapons from ET:QW in an all infantry situation.. that would be awesome.. all infantry combat for ET:QW.. would be sweeeeeeeeeeeeeeeeeeet :D
A Cute Puppy
09-03-2007, 11:06 PM
Also.. you would be using the new weapons from ET:QW in an all infantry situation.. that would be awesome.. all infantry combat for ET:QW.. would be sweeeeeeeeeeeeeeeeeeet :D
I like maps that go from open to closed, or closed to open... The indoor fights in sewer have proven to be a blast... I just hope because the vehicles are neat they aren't the only focus :O
reyalp
09-04-2007, 03:09 AM
All I can say is if you are going to do a conversion, please put in the time and effort to do it right. There were a several terrible RTCW->ET conversions, which suffered from bad performance or various other problems.
If you can't do it right, don't do it at all.
Kamikazee
09-04-2007, 01:35 PM
All I can say is if you are going to do a conversion, please put in the time and effort to do it right. There were a several terrible RTCW->ET conversions, which suffered from bad performance or various other problems.
If you can't do it right, don't do it at all.
Hehe, that's exactly why I started porting MP Headshot to ET Headshot 2. I think that ET Headshot (the first version) was a prime example of how you could take a map and somehow ruin it by porting.
]UBC[ McNite
09-04-2007, 06:47 PM
Everybody listen to reyalp plz. Some of the conversions were HORRIBLE.
The basic rule is: if you can't build a map from scratch for the game, don't even think of porting maps. Porting is twice as demanding: first you need to get the map right for performance, and second you have to carefully adjust the whole objectives layout for the new game PLUS you have to be careful about the fact that QW is NOT an infantry based game.
(I think the only mistake with my port of mp_TheRiver from RtCW to ET was to add the first stage (although it was a good stage in the Redux version, lots of good and tight fighting in it), but didn't improve the last stage, and only confused players with the switch between first and second stage.
mortis
09-06-2007, 06:50 PM
I'm thinking that basically all ported ET maps would require serious re-scaling to allow for any vehicle usage and for the fast player movement. Honestly, you could run from the Allied spawn in goldrush to the tank without losing your spawn protection, I bet.
If I were going to "port" Fueldump for example, I'd make it at least 4 times as large in terms of area and I'd consider adding ETQW oriented features like elevated terrain with a few roads and a higher ceilings. I'd make the terrain and objectives similiar, but I wouldn't be afraid to add ETQW style items as needed. Even a "big" ET1 map like fueldump would be ridiculous to play on with a Tormentor, or an Icarus, for example, with the ET1 map scale...it would take maybe five seconds to cross the entire map!
It's possible to make ETQW "ported" maps that have the ET1 classic layout, but that have appropriate adjustments for the ETQW combat environment. A 1:1 correspondence isn't going to work with the faster player speeds, even if you exclude vehicles...
reyalp
09-06-2007, 08:56 PM
I'm thinking that basically all ported ET maps would require serious re-scaling to allow for any vehicle usage and for the fast player movement. Honestly, you could run from the Allied spawn in goldrush to the tank without losing your spawn protection, I bet.
I'd assume you wouldn't use vehicles at all in a port, except possibly something that worked like the MCP to replace the tank.
Flying vehicles and icarus would be especially problematic, because ET maps are designed on the assumption that a small vertical wall is enough to make something inaccessible.
HalF.DeaD
09-06-2007, 09:41 PM
When you port Oasis, I wanna be able to do walljump, with a single strafe jump :)
]UBC[ McNite
09-06-2007, 10:12 PM
Hm I think I read somewhere that the measurement system in ET:QW is the same as in ET (1 grid = 1 inch), so the basic scaling should be the same.
Are the player models really faster than ET player models which had good strafe jumping? I doubt you d be as fast as a good ET player in the ET map when you port it over to QW.
Vehicles are a serious problem tough, except if you keep them out of the map and make sure nobody can gain vehicle XP to gain vehicle drops.
space
09-06-2007, 10:30 PM
Why would your port anything into QUAKE WORLD!? :p
mortis
09-07-2007, 05:49 AM
I'd assume you wouldn't use vehicles at all in a port, except possibly something that worked like the MCP to replace the tank.
Flying vehicles and icarus would be especially problematic, because ET maps are designed on the assumption that a small vertical wall is enough to make something inaccessible.
yeah, but you would still have to compensate for increases player speed...and how weird would deployables be in an ET port? Would be pretty nasty to have APTs near the build points...!
I'd still be more inclined to build new ETQW maps in the "style" of the old school maps. Handling things like the tank objectives on goldrush might be weird as well.
A lot of things that made sense and worked well in W:ET just wouldn't work in ETQW, I think.
sponge
09-07-2007, 02:27 PM
yeah, but you would still have to compensate for increases player speed...and how weird would deployables be in an ET port? Would be pretty nasty to have APTs near the build points...!
I'd still be more inclined to build new ETQW maps in the "style" of the old school maps. Handling things like the tank objectives on goldrush might be weird as well.
A lot of things that made sense and worked well in W:ET just wouldn't work in ETQW, I think.
If the scale is 1:1, ET:QW is slower than ET. ET has a speed of 320 in all directions, while ET:QW has less.
GorkerMorker
09-07-2007, 05:32 PM
So basically for some maps people could do a new terrain with megatexture and port the meshes from the ET map into it to make a QW map right?
And why bother with the vehicles? If you want to PORT et maps, you do that for a reason, to play the original maps on a new engine, putting vehicles in the original maps would make them not so original anymore.
[]v[]
09-07-2007, 05:42 PM
And no vis-blocking Woo-hoo!
mortis
09-07-2007, 06:46 PM
If the scale is 1:1, ET:QW is slower than ET. ET has a speed of 320 in all directions, while ET:QW has less.
My bad, I thought it was the other way....
reyalp
09-07-2007, 11:40 PM
If the scale is 1:1, ET:QW is slower than ET. ET has a speed of 320 in all directions, while ET:QW has less.
Sprinting with a single handed weapon is faster in ET:QW than sprinting in ET, and it's unlimited. ET does let you strafe faster, and strafe jump down slopes, but overall I don't think the player speed difference would be a big factor.
]UBC[ McNite
09-08-2007, 07:56 AM
I ll never get why they didnt implement strafe jumping like in ET... one of the major mistakes imo :rolleyes:
sponge
09-08-2007, 06:36 PM
UBC[ McNite;124103']I ll never get why they didnt implement strafe jumping like in ET... one of the major mistakes imo :rolleyes:
Because with the amount of sloping terrain, people would be flying faster than vehicles?
Kapeket
09-08-2007, 06:38 PM
Migrate, mutate, adapt or die.
Next. :)
RivrStyx
09-10-2007, 06:13 PM
Hehe, that's exactly why I started porting MP Headshot to ET Headshot 2. I think that ET Headshot (the first version) was a prime example of how you could take a map and somehow ruin it by porting.
I did the remake for RTCWs Headshot practice map from scratch and just redid it like the original. It worked the exact same as the original and Gerbil, the original maker, endorsed it. Never heard of a problem with it until now and i didn't think i did halfass maps. So what was the problem with it?
Did you not know how to activate the obsticles or something? It was a 1v1 practice map with not a whole lot to it.
GorkerMorker
09-10-2007, 06:25 PM
Hey, are you the guy who made that big spooky castle map for ET?
]UBC[ McNite
09-10-2007, 06:38 PM
Actually, Ressurrection is a RtCW map which was remade for ET. But I liked the RtCW version a lot better, the ET remake wasn't that good.
RivrStyx
09-10-2007, 07:01 PM
I made both versions. ET version was alot better. RTCW version wasn't really ready for the engine with the way i had to do the rain and lightning since there wasn't suppose to be any.
Yeah Warbell wasn't so good either considering it was made for comp and no one wanted to use it even after using supplys exact layout reversed. I guess we all make maps that are considered not good by some or many.
]UBC[ McNite
09-10-2007, 07:03 PM
Yeah Warbell wasn't so good either considering it was made for comp and no one wanted to use it even after using supplys exact layout reversed. I guess we all make maps that are considered not good by some or many.
Just said I liked the RtCW version better.
Btw Warbell wasn't made for comp, it was made for SW. If it had been for comp, it would ve been blank boxes :p
RivrStyx
09-10-2007, 07:14 PM
Oh ok. Saw you posting about it on league sites i played in with wanting it playtested and SW was pretty much comp in ET. My bad. :confused:
]UBC[ McNite
09-10-2007, 07:17 PM
Eh, no problem. I gathered feedback from competition gamers as well (Der'Saidin from downunder helped a lot) but in the end I wasn't up for crippling my maps gameplay for the sake of having it in some leagues.
Kamikazee
09-11-2007, 10:19 AM
I did the remake for RTCWs Headshot practice map from scratch and just redid it like the original. It worked the exact same as the original and Gerbil, the original maker, endorsed it. Never heard of a problem with it until now and i didn't think i did halfass maps. So what was the problem with it?
Did you not know how to activate the obsticles or something? It was a 1v1 practice map with not a whole lot to it.
Must be personal opinion then, but I always thought the textures and lighting were "slapped on". Either I must have been playing another version all the time, or I just care too much for such details.
Now, the obstacles weren't the actual problem. (The script in ETH2 is made from scratch, so I know how they work.) The actual reason I started a new port is to improve the script so people didn't need to /kill, it took quite some referee work to clear the fight pit.
After some more scripting magic, the map was actually usable for 2 vs 2 as well.
FireFly
09-15-2007, 10:14 PM
Some years ago I wanted to port the rtcw map tram siege over to ET. I worked for several weeks on this project and it was for 80% done...
I send several emails to activision and ID for permission, but I never got any response from both companies...
Therefor I abandoned the project.............. A few months later someone else "re-created" the tram map for Enemy Territory....
So my advice is: If you really want to port over any official RTCW / ET map over to Quake Wars... go ahead, do not ask for official permission, cuz you will not receive any....
just my 2 cents :)
Benjamin385
09-15-2007, 11:51 PM
I would like to see some W:ET maps that would be awsome.
I support you all the way. :)
]UBC[ McNite
09-16-2007, 01:59 AM
So my advice is: If you really want to port over any official RTCW / ET map over to Quake Wars... go ahead, do not ask for official permission, cuz you will not receive any....
Yepp its a pity, I think I saw your pre-work somewhere.
But on the other hand... in ET that awesome RtCW map never really worked imo. We had it on the server but it wasn't as much fun as it was in RtCW.
This really is why just porting maps over will not work. QW is a whole lot different from ET.
Gerbil
09-18-2007, 04:27 AM
OK, time to resurrect myself I suppose. Hello guys, cool to see so many names I recognise from the RTCW/ET mapping community :)
Due to limited enthusiasm and technical problems (Moria ended up hitting limits due to size before I'd even added any detail) I shelved the LotR map updates until a new and bigger engine came out. Well, this is it I suppose :)
Unfortunately, I missed the whole D3, Q4 boat, so I come into ET:QW completely ignorant - I don't know how to map in ETQW let alone port from ET (which I actually think will be the easy part, I'm fairly used to poking around and writing my own tools to achieve silly ends).
So err.... where do I start? There isn't even a stickied 'beginners' thread on here, so I was wondering if I missed something, or if people would be kind enough to post up links (or a link to a thread) they found useful when starting up.
Very much appreciated, and hello, and err... playing from South America sucks big time with my ping :(
As far as ET <> QW comments, I agree, but at the end of the day converting isn't that hard, you just remove all (most) vehicles, and keep an eye on balance - basically what you had to do the first time around!
]WF[Cryptwalker
09-18-2007, 04:40 AM
Well I like the ET version myself, but thats just my opinion, but a lot of things could be changed. Maybe there be a part two to the game, or upgrade with the other ideas that people have. I know this just got out, but wishful thinking.
[]v[]
09-18-2007, 07:33 AM
Welcome Gerbil,
I've posted some links in this thread here...
http://community.enemyterritory.com/forums/showthread.php?t=5001
First remember..
there is no vis blocking on outside areas. Objects are distance culled.
Only interiors use vis portals in the same way Doom3 does.
The terrain itself gets frustum culled.
good luck with any QW projects.
jacen
09-18-2007, 09:06 AM
If the scale is 1:1, ET:QW is slower than ET. ET has a speed of 320 in all directions, while ET:QW has less.
in w:et you have limited stamina
in et:qw you have unlimited stamina
so i thin the decreased walking speed is countered by the absence of stamina.
Gerbil
09-20-2007, 06:04 AM
Cheers for the links, although some seemed dead.
I can see I'm going to have to upgrade my computer fairly seriously - playing at minimum specs is not encouraging for actual mapping :)