I've been working on a map that will work for DP and Q2, so that'd still work
Also...
Important Note: This is a guide to allow people to use the bsp version that was made for paintball also work with quake 2 entities, textures, and maps. This means all testing should be done within quake 2, NOT paintball.exe. I use this method because I think there's a few little tweaks done to our bsp version that makes it better than the original bsp editor.
1) You need all the entity information from quake 2. This should be contained within 'quake2/baseq2/pak0.pak'. If you don't already have a quake 2 install, you should grab either the r1q2 or q2pro version from here (
http://q2s.tastyspleen.net/). This is an updated client that will help you test the maps.
2) I like to extract the pak0 file so I know exactly what the path names are, you can do that on your own with pakscape (
http://quake.gamebanana.com/tools/2548). Simply run pakscape and open the pak0 file, and extract the contents to 'quake2/baseq2'.
3) The first file change is to the pb2e.pal file. This is to change the coloring of the quake 2 textures in bsp so that they appear correctly. Replace the one in 'bsp\pball2' with the file attached. It is best to name the old one pb2e.pal.bak before you overwrite it.
4) The next file to edit is 'pb2ents_b15.c' in 'bsp\pball2\entity'. You will want to add the following to the top of the file or use the file I attached:
/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED weapon_supershotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED weapon_hyperblaster (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED item_adrenaline (.3 .3 1) (-16 -16 -16) (16 16 16)
gives +1 to maximum health
*/
/*QUAKED item_ancient_head (.3 .3 1) (-16 -16 -16) (16 16 16)
Special item that gives +2 to maximum health
*/
/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED item_armor_jacket (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED item_bandolier (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED item_breather (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED item_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED item_power_screen (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED item_power_shield (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED item_pack (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED item_silencer (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16)
*/
5) The next file to alter is runmap.bat in the 'bsp\pball2\quake2\pball\compilers' directory. This is altered so that bsp will export to quake 2 instead of pball. Copy the old runmap and change it to read:
copy %1.bsp C:\quake2\baseq2\maps
c:
cd \quake2
pause
r1q2 +map %1
\
The runbat considers you have bsp installed to c:\bsp and quake2 to c:\quake2 and are using r1q2 to run quake. Change each part accordingly.
6) When you restart bsp, the Q2 ents should be mixed in with the pball ents, the palette should be changed to the Q2, and maps should export to quake instead of paintball.
I alter each file individually instead of altering game.cfg because I sometimes like to mix and match each file according to what I'm working on. You can use Wally to change textures from q2 < > pb palettes, but that's another wall of text...
Links:pb2e.palpb2ents_b15.crunmap.bat