Before you start doing anything you need to contact the author of the map and ask for permission to do a port of his/her map.
You also need to credit the original author in a readme file and on the loading screen of the map.
- Once this is done you need to get the editor GTKRadient 1.4 or higher
Copy the .bsp and .aas file from inside the Quake 3 .pk3 file that you want to port into the GTKRadiant install folder. The .pk3 file can be opened with any zip program (For instance 7-zip or izarc)
Install the program and start a command prompt window (example Start-> Run -> cmd) Navigate to your install folder (example cd program files -> cd GtkRadiant 1.4)
Run the following command:
- Q3map2.exe -convert -format map -game q3 -scale 1.40 MAPNAME.bsp
MAPNAME is the filename of the .bsp file.
The scale command needs to be a value between 1.10 and 1.XX depending on the original size to fit Quake 4 more properly. We suggest 1.40 as it seems to be the overall best scale ratio and will in most cases also fit the 8 grid in the editor. Other numbers as 1.16, 1.24 , 1.32, 1.40 , 1.48 , 1.56 etc can also be used, but it will then either be to large or to small.
Now you will have a .map file inside your GTKRadiant folder named MAPNAME_converted.map
Open the .map file in a text editor and remove all the entity brackets at the bottom. (There can be several hundred of them). This means you’ll need to redo all triggers, vis-portals and some clipping. Quake 3 brushes are in most cases overscaled and many are unneeded, so you need to rescale them and delete unused ones to get a better map.
Now you can load the given map into a Quake 4 editor.
If the editor crashes it will point to a given line in your .map file. Open the .map in a text editor and use find/replace to replace all the textures with common/caulk. It is always a good idea to texture the map with textures that fit Quake 4 instead of using old flat images from Quake 3.