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Author Topic: problems loading some map files.  (Read 6559 times)
hyp3rfocus
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« on: July 31, 2007, 10:56:31 AM »

i've got all the .map files from the openarena subversion repository, but some of them (like aggressor) don't load into radiant. i get this error message-
Quote
14:9: parse error at 'brushDef': expected '#quake3-primitive'
brush 0: parse error
entity 0: parse error
map load timer:  0.00 second(s) elapsed
--- LoadMapFile ---
/home/hyp3r/games/openarena-subversion/source/assets/maps/aggressor.map
0 primitive
0 entities
any ideas what the problem might be?
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sago007
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« Reply #1 on: July 31, 2007, 11:24:18 AM »

Some of the maps are created with QuArK and can only be edited in QuArK.

http://dynamic5.gamespy.com/~quark/
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hyp3rfocus
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« Reply #2 on: July 31, 2007, 11:40:55 AM »

aah, thanks for that. i've been checking and double checking my radiant config files. :-)

is there any way of converting quark .map files to radiant .map files?
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dmn_clown
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« Reply #3 on: July 31, 2007, 04:14:39 PM »

q3radiant. (Runs just enough in wine to open and save a file).
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hyp3rfocus
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« Reply #4 on: July 31, 2007, 05:12:09 PM »

thanks dm_clown, that worked perfectly.

for any who wants to try it, here's what i did....

-download q3radiant from http://www.gamers.org/pub/idgames/idstuff/qeradiant/Q3Radiant/Q3Radiant202Setup.zip
-extract it from the zip file
-cd into the directory
-run the setup with this command...

wine SETUP.EXE

-install it.
-run q3radiant with wine with this command...

wine ~/.wine/drive_c/Program Files/Quake III Arena/Tools/Q3Radiant_202.exe

-load the map file that was made with quark. a dialogue box will ask you if you want to convert it back to the standard format, click yes. then once the map has loaded you can save it and it's ready to load into radiant.
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anyone
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« Reply #5 on: July 31, 2007, 05:21:06 PM »

That's good to know ^^
But wouldn't it be more convenient to update quark map sources to standard map format and put these on the svn ?
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hyp3rfocus
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« Reply #6 on: July 31, 2007, 05:37:36 PM »

sounds like a plan.

the only problem is that some of the information gets lost when the map gets converted. i'm currently working on aggressor and there are some missing brushes so the map is leaking quite badly and won't compile. i'm roughly patching up the holes and when it compiles i'll try and do a proper job on it.
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Sausage
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« Reply #7 on: August 01, 2007, 07:00:40 AM »

Unless the maps need to be modified isnt this pretty much a pointless exercise?
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hyp3rfocus
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« Reply #8 on: August 01, 2007, 07:04:28 AM »

maybe, but it's nice to know it can be done if needed.
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