DOOM to DOOM 3 Map Converter

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...

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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.

ADDED to v1.1: - light effects on sectors (test only) - triggers have been reworked - correct names on multiple tagged func_doors. - object substitution expanded - correct speed on lifts etc - triggers on teleporters can only be triggered when facing them (so you can leave a teleporter) - scale factor on the command line

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Readme
DtoD3 v1.1


Some linedefs are currently not supported: 

- scroll  (and probably never will, because it is Doom³ related)
- stairs 

Regarding the sectors, the specials concerning light are under construction. 

Actually there are few problems I am aware of: 

- brushes cannot have more than one function (will not be solved)
- 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: 

Please be sure that the global point (0 0 0) is within the bounds. Otherwise you have
to use the -noflood function using bsp.

A new command line variable has been added: -scale x which scales the map by the factor 
you enter. Default is 1.0, I suggest a value of 1.5 .
 
-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 


If you are not satisfied with the sizes of the textures, run GtkRadiant 1.5, mark the
whole map, run the surface inspector (press s) and enter the the reciprocal value of
the scale value you entered running DtoD3 in the fields "vertical stretch" and "horizontal stretch".
Save your map and rerun bsp via DoomEdit.


For the textures I recommend those from the JDTP (JDOOM texture pack). 
http://forums.jfiles.org/viewtopic.php?t=66 


These textures must be converted into .tga files and renamed. 
Please use that program:
http://homepage3.nifty.com/kkdf/texpakcvt-20050213.rar

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.



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

1.7		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 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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redM


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Registered 11th February 2005

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