Converting Doom maps to Quake
Converting Doom maps to Quake
Is there a way to convert doom maps to Quake?
http://www.fileaholic.com/cgi-sql/file-info.sql/11115
one google gave me this.
However, the best way might be to simply rebuild those maps with a map editor.
Then again, it's not the same game and DOOM levels might not work in Quake. For example, Quake has no imps. Quake has no pinkies.
Think about that for a moment.
:-/
one google gave me this.
However, the best way might be to simply rebuild those maps with a map editor.
Then again, it's not the same game and DOOM levels might not work in Quake. For example, Quake has no imps. Quake has no pinkies.
Think about that for a moment.
:-/
What if you open the .map files and make some adjustments there based on some Quake .map levels. Like, remove stuff that doesn't belong there, or add stuff from the Quake .map file.JasonX wrote:I tried QDM but, after converting maps, they crash all compilers (hmap2, tyr, etc.)
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The problem is not the stuff, because QDM converts all entities correctly. I believe the problem is in level geometry.
I made a very small level in Doom Builder, with just two rooms and two enemies (of course, player start and weapons too). Everything was converted perfectly, but in quake, the level had no floors. Didn't crashed though.
Doom levels, such as the first and second, crash when i'm trying to compile the .MAP. When bouncing lights, to be more specific.
I made a very small level in Doom Builder, with just two rooms and two enemies (of course, player start and weapons too). Everything was converted perfectly, but in quake, the level had no floors. Didn't crashed though.
Doom levels, such as the first and second, crash when i'm trying to compile the .MAP. When bouncing lights, to be more specific.
Again, on this matter. I haven't give up! I generated some maps with SLIGE and wanted to convert those for Quake and see how they fit in 3D. I have tried D2Q, but the resulting levels have many holes and invalid geometry. I also tried QDM.
Maybe you guys can recommend something for me? Any good converter, or maybe a Doom map editor that exports to Quake MAP format?
Maybe you guys can recommend something for me? Any good converter, or maybe a Doom map editor that exports to Quake MAP format?
It seems like it would be really annoying to write a doom->quake map converter, since doom maps use subtractive sectors and quake maps use additive brushes. You would have to generate really thin walls around all the doom sectors, and hope they don't intersect other walls, I think. Two-sided linedefs would be a big nuisance. I would rather swim in leper puke for a week than have to code something like this.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
I did have a go at directly loading doom maps in Quake. I never did get collisions to be robust.
Also, not all maps have fully functioning/looped sectors.
Additionally, many doom maps are larger than 8kqu across (potentially by a factor of 8).
Things that affect ceiling height will always be a pain.
Can oblige-created bsps be decompiled safely?
Also, not all maps have fully functioning/looped sectors.
Additionally, many doom maps are larger than 8kqu across (potentially by a factor of 8).
Things that affect ceiling height will always be a pain.
Can oblige-created bsps be decompiled safely?
I have just found Doom2Brush by Ajapted: http://glbsp.sourceforge.net/files/doom2brush-0.3.zip
However, it does not convert doors, etc. But the brushes are good.
However, it does not convert doors, etc. But the brushes are good.
Last edited by JasonX on Sun Apr 24, 2011 5:53 pm, edited 1 time in total.