![]() dds files placed relative to /dds/textures in the pk3. Instead of being in the /textures folder in the xonotic-xxxxxxxx-maps.pk3, most textures are. This was a tricky one (thanks to sparky for helping me btw), xonotic uses direct draw surface(.dds) textures. Ofcourse you can chose to omit this step, but then you lose almost half of what makes the xonotic maps so good, but what you do have to do is the use the surfaceparm keywords or the map will be broken as these affect the gameplay. With the darkplaces extentions aside, the shaders are standard. This requires looking up what every single file link references and extract it too. mtl file does.ĭarkplaces uses specular and normal maps which are implicitly referenced, using the texture filename with norm and spec appended respectively that reside also in /dds where the textures are. mtl file, adding all references to specular and normal maps.Īnother hurdle is the fact that xonotic uses sometimes symbolic links in its pk3 instead of explicitly referencing the file like a. In addition, if you want to use ogl2 features used in the 1.3 client, you must make a copy of your. The shaders also use some darkplaces specific keywords, i believe both netradiant and tremulous ignore those, but im not certain. You need to find and copy over all the individual shaders that are needed by a map and those arent few. Shader files are in the scripts directory in the xonotic-xxxxxxxx-maps.pk3 (replace the xes with some date).īut since shaders are shared a map may reference many shader files, it would be inefficient to use them all. The second important step is setting up shaders.Īs xonotic stock maps use shared assets, its not as easy as simply copying over a. Map files are located in the xonotic-xxxxxxxx-maps.pk3 of where xonotic has its files, on a linux global install that would be in /usr/share/xonotic/data.Ī bit of cleanup with entities that are not used by tremulous is advised but not strictly needed.Īnd as always you need human and alien spawns placed on the map and a info/info_player_intermission. map file, it can be opened in netradiant or similar programs. The map file itself is pretty much a standard q3. ![]() Long story short, wasnt worth it, so im writing this to warn people, unless you absolutely want to go down this path, just dont. I will split this guide in a few points, it is assumed you already know about the basics of maps. This started as an experiment how difficult it would be to port a map, in this thread i describe how i did it. As some of you may know i ported the map called drain from xonotic, which we played on grangerlab.
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