d_to_d3_v1.zip —
I wrote a program called DtoD3 which will convert DooM wad files into Doom³ map format.
It only takes seconds to do so.
DtoD3 v1.0 Hi Y'all, based on the QuakeDM code from Michael Stokes, I wrote a program called DtoD3 which will convert DooM wad files into Doom³ map format. It only takes seconds to do so. Nearly all linedefs are converted, as well as sector specials. Some linedefs are currently not supported: - light - scroll - stairs Regarding the sectors, the specials concerning light are not supported. Actually there are few problems I am aware of: -If more than one sector is tagged to one switch (doom), only the first brush will be tagged to the switch. In Doom 3, the other brushes get generic names. That is because there is more than one brush with the same tag, better said, name. Names must be unique in Doom3. -Sometimes you cannot leave a teleporter, because in Doom³ triggers are double sided, in Doom single sided. -some brushes are not drawn: if there is an upper and lower and middle texture aligned Usage: Command line options are available running DtoD3. Object substitution is declared in D2D3_obj.txt file. A few things you have to do while converting: -run glbspX on your wad file -run DtoD3 on your wad file -open the created map file with DoomEdit -save your map file in the /base/maps folder -open your map file from the /base/maps folder -run bsp -start Doom³ and start your map via the console For the textures I recommend those from the Doom II Retexturing Project. These textures must be converted into .tga files and renamed. The material file is delivered with DtoD3. I also included some def files, which are needed to get the real feeling of the old DooM. I have completed texture conversion, it weighs ~200 MB, too much to post. Please report bugs, experiences, solutions... there is a thread http://www.doom3world.org/phpbb2/viewtopic.php?t=8783 thanks TODO: 1.3- light effects on sectors 1.4- if more than one sector is tagged to one switch (doom), only the first brush will be tagged to the switch in doom 3, the other brushes get generic names. that is because there is more than one brush with the same tag, better said, name. names must be unique in doom3. --> in doom3 several brushes with DIFFERENT names can be bound to one trigger: target0 'txx' target1 'txy' ... 1.7 some brushes are not drawn: if there is an upper and lower and middle texture aligned 1.9 all items, weapons, powerups etc. must be moveable, otherwise they got no gravity and will not move along when ie. lifts or podests are moving. (this is doom3 side) 2.0 misc objects have to be inserted/created and have to be declared as func_static. (in object file) 2.1 add correct speed, damage, sound, light to doors/crusher/lamps etc. 2.2 add correct size of textures Greetings and special thanks to Michael Stokes for QuakeDM, the source of DtoD3.
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