MOHradient / Q3 radient compatability

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diego
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MOHradient / Q3 radient compatability

Post by diego »

Anyone here have any experience with Q3 radient?

I'm going to start working on an objective map for MoHAA, but I'd like to try to adapt it to Wolfenstein: Enemy Territory when I'm done.

I'm not too keen about learning learning a new editor and all the problems that come with it. And I expect this one to be scripting nightmare for me.

But If I do take the trouble to learn Q3 radient, how much of my MOHAA map and it's assets will be usable with Q3? or do I have to start completely from scratch?
Diego
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Post by panTera »

Well I've played around with q3radiant some time ago and it's not really all that different from mohradiant. Although I've never tried to work on a mohradiant map with q3radiant, it's almost certain that it won't recognize the enities of moh. And even if it accepts the file at all, it will probably require quite some re-doing and tweaking I guess. Why not do a little test, make a small map in mohradiant (just brushes, no entities) and try to open the .map file with q3radiant?
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Post by M&M »

well,ive already tried this but the opposite way .i took some q3 radient tut maps and opened them thru mohradient and they opened quite fine actually .i think the textures were alittle different though (caulk and hint)

those maps were tut maps about making hints and vis brushes ,and they were really helpful. so prolly the opposite should work .and if u want the entities maybe u should add them the same way u add entities to mohradient :wink:
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diego
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Post by diego »

The structures are the primary thing I want to be able to transfer. Textures would be nice, but if I am careful and build this thing right the first time, redoing the textures should not be too time consuming. And I enjoy lighting enough that I might make one of them a day map, and one a night map.

I know most of the scripting would probably have to be redone from scratch. And with Wolfenstein: Enemy territory, I will want to include features like capturing spawn points, building gun nests, guard towers and control rooms. I would also need to take advantage of covert ops ability to steal uniforms and sneak into locked doors. I might even add a bit of Tank escort duty.

We've been playing this at work and it is quite fun. Since I am basing the design of the map on the building layout at work, it makes sense to convert it over for my coworkers to play in.

But I'm only going to focus on a deathmatch version for now to get the initial construction done.
Diego
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