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JasonX
Joined: 21 Apr 2009 Posts: 89
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Posted: Tue Mar 23, 2010 6:53 pm Post subject: Converting Doom maps to Quake |
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Is there a way to convert doom maps to Quake? |
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goldenboy

Joined: 05 Sep 2008 Posts: 310 Location: Kiel
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Posted: Tue Mar 23, 2010 8:17 pm Post subject: |
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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.
:-/ _________________ ReMakeQuake
The Realm of Blog Magic |
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JasonX
Joined: 21 Apr 2009 Posts: 89
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Posted: Wed Mar 24, 2010 6:16 pm Post subject: |
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I tried QDM but, after converting maps, they crash all compilers (hmap2, tyr, etc.) |
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Lardarse

Joined: 05 Nov 2005 Posts: 243 Location: Bristol, UK
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Posted: Thu Mar 25, 2010 3:40 am Post subject: |
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Pretty much your only option is to do it all by hand... _________________ <ekiM> Son, you're writing data structures your CPU can't cache. |
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Thu Mar 25, 2010 10:27 am Post subject: |
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JasonX wrote: | I tried QDM but, after converting maps, they crash all compilers (hmap2, tyr, etc.) |
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. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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JasonX
Joined: 21 Apr 2009 Posts: 89
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Posted: Thu Mar 25, 2010 12:28 pm Post subject: |
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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. |
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