This utility is a quick, easy and dirty way to convert levels from Quake II to Kingpin if you desperately need to. It is not meant to be a replacement for proper conversions. - AliasConradColdwood PARAMETERS: -In (or -i ) Source filename (BSP file). -Out (or -o ) Target filename (BSP file). If none is specified, the suffix "_rescaled" is added to the source filename. -Scale (or -s ) When converting Quake II to Kingpin, a value of "1.33" is advised. If no value is specified, the scale remains identical to the source file. Rescaling volumes will change the level geometry (static brushes), entities (point and brush entities) as well as lightmaps and metrics used in fields such as "lip" (for moving brushes) or "light" (for light radius). Keep in mind that Quake II and Kingpin have different player physics, it means that places that used to be reachable at the original scale may become too tall/small after rescaling (there's no workaround for this issue). Some surfaces may also disappear in the distance in large outdoor areas after up scaling the level. -RTLights <"spawnflag"|"junior"|"remove"> (or -rtl <"spawnflag"|"junior"|"remove">) Force dynamic lights. If "spawnflag" is used, "light" entities are made dynamic by enabling their "spawnflag" field and enabling the third bit (worth "8" in decimal); an additional "_color" field may be added when needed. If "junior" is used, an extra "junior" entity is added to every "light" entity found (this new entity will carry over the appropriate "_color", "style" and "light" fields). If this parameter is unused, lights are kept the same. -LMGamma LightMap gamma correction, a decimal value between 0 and 2 (values below 1 makes it brighter, values above 1 makes it darker). A value of 0.82 seems to do the job. This tends to make colors more vibrant with an increased exposure (higher contrast). -LMOffset LightMap linear offset correction, an integer between -255 and 255 (values above 0 makes it brighter, below 0 makes it darker). A value of 20 provides a good result). This tend to "wash away" colored lights; using positive values will also reduce the depth of black shadows. -Entities (or -e) Convert pickup items from Quake II to Kingpin. -KillEntities (or -ke) Remove all pickup entites from Quake II. -Replace (or -r) Always replace existing files without prompting the user. Example: Q2KPConv.exe -i quake.bsp -o kingpin.bsp -s 1.33 -rtl junior -e This will open QUAKE.BSP, rescale the whole geometry by 1.33, add junior (real-time lights) to every standard light, and convert default Quake II pickup items to Kingpin. Q2KPConv.exe -i quake.bsp -o kingpin.bsp -LMG 0.82 -LMO 20 Applies a gamma of 0.82 and a linear offset of 20 (makes the map overall brighter)