|
2 registered members (TipmyPip, 1 invisible),
18,789
guests, and 8
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
.3ds to .map
#117689
03/16/07 11:02
03/16/07 11:02
|
Joined: Dec 2006
Posts: 65
andy_1984
OP
Junior Member
|
OP
Junior Member
Joined: Dec 2006
Posts: 65
|
not sure if this will work or not im asuming quake .maps are the same as .maps used in 3DGS as is in many other games. can anyone try this out and let us know how well it works, id do it myself but im at work just now. because i use sketchup to create my levels ive been trying to convert it into .map i found out about somthing called 3ds2map so a search turned up this: Quote:
3DS2MAP.EXE ver .75 Syntax : 3ds2map infile.3ds outfile.map [options -w(wadfile) -c] ex: 3ds2map in out -wmedieval.wad -c
This being a new version, I'm not going to put the old garbage in the text file. If you want a tutorial on building Quake map files, you can look around the net or on my page.
This is the newest version of 3ds2map. It now supports models with names, as well as attributes for those models - which means - *You can now make lifts, trains, doors, etc. pretty easily. *Monsters and objects can be placed as models rather than spots. *You can add targets, lightstyles, paths, etc.
These have been the things most requested of me so far.
Also - the output file is now compatible with Quest and WorldCraft, so that you can load it in and wiggle the textures around there. I still haven't figured out texture orientation yet, but I'm getting there - so until then, use those programs - they're cool!
For those of you who have been making maps with spots - spots are still supported, but the tags are NOT. Spotlight support will be removed in the next release.
The 400+ brush bug is fixed - you can have more brushes now. But I don't know how many. Haven't tested. Somebody tell me.
Omnis still work just fine.
Your light intensities will now convert, so there's no need to go back and fiddle with them.
You can turn the brush comments off with the -c line option.
You will no longer be prompted for the wad - you'll have to stick it in as a command-line option with the -w option.
Okay, down to the nitty gritty -
if you want to tag your objects, it's done much the same as it was with spots before - keywords designate what entity the model becomes
So, a demon model with the name 'demon' would BECOME a demon when converted across. Also, you could give the demon a targetname by entering his name as 'demon-da1' That would give it a targetname of 'a1'. The 'd' stands for destination, more or less.
First off, here are the names of the entities. Objects like doors only have one character in the title so that you can cram in more options before you run out of space. You're going to want to print these out - they're different keywords from the ones used for spots.
Entities:
Full Read Me Here
Download Here
Last edited by andy_1984; 03/16/07 11:18.
|
|
|
|
|
|