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:
- scroll (and probably never will, because it is Doom³ related)
Actually there are few problems I am aware of:
- brushes cannot have more than one function (will not be solved)
---------------------------- Changes since v1.2: ----------------------------
This version contains a more compatible material file as well as some adjustments to the gameplay.
DtoD3 v1.2 Usage: Command line options are available running DtoD3. Object substitution is declared in the 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 . /////////////////////////////////////////////////////////////////////////////////////////////////////// Here is the way you have to go... -run DoomTex on your IWAD file (either doom.wad, doom2.wad, tnt.wad or plutonia.wad; depends on the map you want to convert) This will create the file DOOMT.WAD or DOOM2T.WAD which contains the textures from the IWAD. That WAD file is needed for DtoD3 to determine the correct textures sizes. -run glbspX on your wad file where you want to convert maps -run DtoD3 on your wad file: dtod3 WADNAME MAPNAME -bound -scale X i.e. dtod3 doom2.wad map01 -bound -scale 1.5 -open the created map file with DoomEdit -save your map file in the /base/maps folder -reopen your map file from the /base/maps folder (this is needed, because DoomEdit will add things like names etc.) -run bsp -start Doom³ and start your map via the console ////////////////////////////////////////////////////////////////////////////////////////////////////////////// If you are not satisfied with the sizes of the textures, run Q3Radiant v202. This program will convert the standard map format into bp (brush primitives) with the scaling information of the textures still intact. Otherwise use GtkRadiant v1.5, 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 uncompressed .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. I'd really like to make conversion easier, but therefor I had to release copyrighted stuff, which is not allowed. I will try to find a better solution. Please report bugs, experiences, solutions... there is a thread http://www.doom3world.org/phpbb2/viewtopic.php?t=8783 thanks ADDED to v1.2: - geometry is converted correctly when there is a linedef aligned with a middle AND upper or lower texture - triggers for teleporters reworked 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 - stairs do work, but ALL sectors that create a staircase MUST have the correct and same linedef tag. in most cases only the first sector of a stair is tagged to the line. the following have the tag '0' or '99' or '999'. those stairs DO NOT work. so please modify your wad before you convert it. TODO: 1.3 light effects on sectors (still beta) 2.2 add correct size of textures, better said their offsets Greetings and special thanks to Michael Stokes for QuakeDM, the source of DtoD3.
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