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.
Things that DtoD3 converts:
- geometry
- objects
- correct textures names
- correct music
- creates an ambient light
...
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
Things to do:
remove bugs mentioned above ;->
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)
misc objects have to be inserted/created and have to be declared as func_static. (in object file)
add correct speed, damage, sound, light to doors/crusher/lamps etc.
Please try this tool and report your problems you have encountered.
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 have completed texture conversion, it weighs ~200 MB, too much to post.
Well, if anybody can and wants to upload that tool (300kb), please report
Greetings redM
T0r1t0@Posted: Thu Feb 10, 2005 4:00 pm :
Quote:
I have completed texture conversion, it weighs ~200 MB, too much to post.
Well, if anybody can and wants to upload that tool (300kb), please report
I can host the tool if you want to (i have a free geocities account). The texture pack is obviously to big.
Excellent- certainly something to fall back upon if mods like Classic Doom 3 fall by the wayside, and to try out in the meantime.
SnoopJeDi@Posted: Thu Feb 10, 2005 11:53 pm :
hellstorm27 wrote:
if mods like Classic Doom 3 fall by the wayside
Psssht.
Quote:
and to try out in the meantime.
Very nice redM
Gazado@Posted: Fri Feb 11, 2005 11:09 am :
hellstorm27 wrote:
Excellent- certainly something to fall back upon if mods like Classic Doom 3 fall by the wayside, and to try out in the meantime.
Were NOT falling by the way-side I'll have you know.
We are 100% commited to completing at least the shareware version of the game - and then seeing where the project leads after that
zl1corvette@Posted: Fri Feb 11, 2005 7:27 pm :
Wow, cool tool! I was thinking about making something like this, but I started looking at the way wad files were put together and changed my mind. Nice work.
d3comm@Posted: Sat Feb 12, 2005 11:16 am :
well i got many unreleased doom1 wads which i would love to convert t doom3. so this work would be really nice. i already tried it. but having a bigger map then without even one texture is no fun. i will host your 200 meg texture file, if that is legal (copyright..) and if you want to.
then convert the files into tga format (uncompressed)
rename those files to remove the FLAT- prefix and add the ending _d
for diffuse for all files.
(like flat-ceil4_1.tga -> ceil4_1_d.tga
metal4.tga -> metal4_d.tga etc.)
now create a .pk4 file with the textures in a folder called textures
the matrial file which is delivered with dtod3 uses textures smaller in size for the radiant. they got the ending _ed. so the lines like
qer_editorimage textures/Aashitty_ed.tga
has to be renamed
qer_editorimage textures/Aashitty_d.tga
to actually see them in the editor
in the next version I will provide the reworked material file
for the renamer I recommand MagicRenamer, Paint Shop Pro for texture conversion
d3comm@Posted: Sat Feb 12, 2005 5:16 pm :
well.... i downloaded the files. i downloaded the renamer. i converted ... packed the pk4. only thing i didn´t do is rename the files in your material file. but my game wont start. without a working pk4 this makes no sense. i have a map. yes. but without any textures and many other problems ("light has no name")... i really like your work. but at this state of work i cant use it. :-/ hope you will continue!
kentaro-k.21@Posted: Sat Feb 12, 2005 5:25 pm :
hi.
the map converter works well!
although i have to use "bsp noflood" to compile the map, the conversion result of geometory/things looks well!
and i publish a batch texture converter that i used to convert. it includes
- a DOS batch file to convert png to tga and rename them
- a tool png2tga developed by frustum (http://frustum.org/misc/)
- a tutorial for html web browser
be sure that you use the -bound option that prevents leaks.
also the center of the map must be within these bounds.
dtod3 writes the planes in the old quake format version 1.
you have to open the converted map and MUST save it in the /base/maps folder.
then you have to reopen it before using bsp.
hellstorm27@Posted: Sat Feb 12, 2005 9:41 pm :
For a first release of a difficult task, I don't think it's at all bad- inspired idea, and good effort.
I tested E2M8 and E1M3 from Doom 1 to see how robust it was.
The issues I found:
1. The rooms seemed to be disproportionately big compared to the Doom 1 level rooms, and on top of that, the textures seemed to be disproportionately small. A good example was E2M8, where the texture on the pillars in the outer perimiter where you fight the cyberdemon repeats up the wall about 10 times, in the original it only repeats twice.
2. The lighting is extremely inconsistent. Some walls and floors are lit and others are black.
Otherwise, there were no bugs that I found that weren't covered (and point 2 may well be a direct result of the light bugs)
It certainly does a good job of converting the maps without errors and must have been a pain to set up in the first place- I imagine that all it needs now are a number of 'tweaks' to provide better results.
redM@Posted: Sat Feb 12, 2005 11:48 pm :
to hellstorm27:
the level data is scaled by 1.5, because of the dimensions of the monsters.
using the original size causes the monsters getting stuck in walls or elsewhere. some rooms are therefor too low to pass.
unfortunately there is no "basic" light in doom 3. this is created with dtod3 via setting one light source with the dimensions of the whole map using an ambient texture. the dimensions of the light should be way bigger than the map is, otherwise there is a falloff at the lights borders. I will increase the size of that light.
here is a hint how to resize texture at this moment:
after converting the wad file to map format, run doomedit, open the map file, save it in the base/maps folder, run gtkradiant, open map file, mark the whole map, press s for surface inspector and type in the value of 0.75
for horizontal and vertical stretch. save the map and run doomedit to bsp.
it is not perfect, but it looks way better.
hellstorm27@Posted: Sun Feb 13, 2005 1:16 am :
Tried it, and it does make a difference. As you say, it's not perfect, but a little tinkering with the textures could pay big dividends.
I will be using GtkRadiant 1.5.0 rather more in the future because it doesn't slow my computer down to a crawl in the manner that DoomEdit does, and thanks for bringing it to my attention.
redM@Posted: Tue Mar 01, 2005 12:03 pm :
A new version of DtoD3 is going to be released on d3files.com.
The triggers have been reworked,
light effects on sectors are somewhat working (but still under construction)
all lifts, doors etc have correct names, so they are correctly triggered
speed has been adjusted ( doors, lifts etc.)
the object substitution file has been expanded ( not completely done yet)
you can scale your maps the size you want by adding -scale x to the command line
some things more...
I am searching for some suitable models for the environment, now I am using the ones from jDoom, but those are former .md2 meshes which have a very low polycount.
Post subject: DooM wad to Doom³ map converter DtoD3
Posted: Thu Feb 10, 2005 10:57 am
has joined the game
Joined: Sun Dec 19, 2004 1:25 pm Posts: 26
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.
Things that DtoD3 converts:
- geometry
- objects
- correct textures names
- correct music
- creates an ambient light
...
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
Things to do:
remove bugs mentioned above ;->
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)
misc objects have to be inserted/created and have to be declared as func_static. (in object file)
add correct speed, damage, sound, light to doors/crusher/lamps etc.
Please try this tool and report your problems you have encountered.
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 have completed texture conversion, it weighs ~200 MB, too much to post.
Well, if anybody can and wants to upload that tool (300kb), please report
Joined: Sat Aug 21, 2004 9:25 pm Posts: 150 Location: Qo'noS
Wow, cool tool! I was thinking about making something like this, but I started looking at the way wad files were put together and changed my mind. Nice work.
well i got many unreleased doom1 wads which i would love to convert t doom3. so this work would be really nice. i already tried it. but having a bigger map then without even one texture is no fun. i will host your 200 meg texture file, if that is legal (copyright..) and if you want to.
then convert the files into tga format (uncompressed)
rename those files to remove the FLAT- prefix and add the ending _d
for diffuse for all files.
(like flat-ceil4_1.tga -> ceil4_1_d.tga
metal4.tga -> metal4_d.tga etc.)
now create a .pk4 file with the textures in a folder called textures
the matrial file which is delivered with dtod3 uses textures smaller in size for the radiant. they got the ending _ed. so the lines like
qer_editorimage textures/Aashitty_ed.tga
has to be renamed
qer_editorimage textures/Aashitty_d.tga
to actually see them in the editor
in the next version I will provide the reworked material file
for the renamer I recommand MagicRenamer, Paint Shop Pro for texture conversion
well.... i downloaded the files. i downloaded the renamer. i converted ... packed the pk4. only thing i didn´t do is rename the files in your material file. but my game wont start. without a working pk4 this makes no sense. i have a map. yes. but without any textures and many other problems ("light has no name")... i really like your work. but at this state of work i cant use it. :-/ hope you will continue!
_________________ Godsworld.org - the world is his!
Joined: Sat Aug 28, 2004 7:05 pm Posts: 31 Location: Osaka, Japan
hi.
the map converter works well!
although i have to use "bsp noflood" to compile the map, the conversion result of geometory/things looks well!
and i publish a batch texture converter that i used to convert. it includes
- a DOS batch file to convert png to tga and rename them
- a tool png2tga developed by frustum (http://frustum.org/misc/)
- a tutorial for html web browser
be sure that you use the -bound option that prevents leaks.
also the center of the map must be within these bounds.
dtod3 writes the planes in the old quake format version 1.
you have to open the converted map and MUST save it in the /base/maps folder.
then you have to reopen it before using bsp.
For a first release of a difficult task, I don't think it's at all bad- inspired idea, and good effort.
I tested E2M8 and E1M3 from Doom 1 to see how robust it was.
The issues I found:
1. The rooms seemed to be disproportionately big compared to the Doom 1 level rooms, and on top of that, the textures seemed to be disproportionately small. A good example was E2M8, where the texture on the pillars in the outer perimiter where you fight the cyberdemon repeats up the wall about 10 times, in the original it only repeats twice.
2. The lighting is extremely inconsistent. Some walls and floors are lit and others are black.
Otherwise, there were no bugs that I found that weren't covered (and point 2 may well be a direct result of the light bugs)
It certainly does a good job of converting the maps without errors and must have been a pain to set up in the first place- I imagine that all it needs now are a number of 'tweaks' to provide better results.
the level data is scaled by 1.5, because of the dimensions of the monsters.
using the original size causes the monsters getting stuck in walls or elsewhere. some rooms are therefor too low to pass.
unfortunately there is no "basic" light in doom 3. this is created with dtod3 via setting one light source with the dimensions of the whole map using an ambient texture. the dimensions of the light should be way bigger than the map is, otherwise there is a falloff at the lights borders. I will increase the size of that light.
here is a hint how to resize texture at this moment:
after converting the wad file to map format, run doomedit, open the map file, save it in the base/maps folder, run gtkradiant, open map file, mark the whole map, press s for surface inspector and type in the value of 0.75
for horizontal and vertical stretch. save the map and run doomedit to bsp.
Tried it, and it does make a difference. As you say, it's not perfect, but a little tinkering with the textures could pay big dividends.
I will be using GtkRadiant 1.5.0 rather more in the future because it doesn't slow my computer down to a crawl in the manner that DoomEdit does, and thanks for bringing it to my attention.
A new version of DtoD3 is going to be released on d3files.com.
The triggers have been reworked,
light effects on sectors are somewhat working (but still under construction)
all lifts, doors etc have correct names, so they are correctly triggered
speed has been adjusted ( doors, lifts etc.)
the object substitution file has been expanded ( not completely done yet)
you can scale your maps the size you want by adding -scale x to the command line
some things more...
I am searching for some suitable models for the environment, now I am using the ones from jDoom, but those are former .md2 meshes which have a very low polycount.