!!!!!!!!!h .:!!!!h. !!h !!! !!! !!! : !!!! !!!! !! !!!!!!!! !!!:::: for his help in supporting rotations. Also, another big thanks to Dan Olsson, aka Scohop for beta testing and geneal support and motivation. Changes From 0.5 to 0.6 ----------------------- Lights are now supported! They will appear as positioned in the .pov file. Their intensity is taken from the red component of the light and multiplied by 500. Also, it will not crash when you don't give it any filenames. Now, it writes an error to the screen and shows you the correct syntax. Displays info about parsing progress. Introduction ------------ This utility has been created because no one would let me beta test their Quake Level Editors. I as poking around on ftp.cdrom.com and I found Quake Brush Generator 1.00 by Niklata. This great utility makes a rectangular brush out of two 3d points. Then I remembered that the syntax for a box in povray was: box { <-1, -1, -1>, <1, 1, 1> <--- Two 3d points texture { Texture_Name } scale translate } And then Pov2Map was born. --------------- Files Included: --------------- POV2MAP.EXE - Pov2Map conversion utility POV2MAP.TXT - Pov2Map manual. EXAMPLE.MDL - Moray 2.0 datafile to accompany example. EXAMPLE.POV - Exported version of EXAMPLE.MDL EXAMPLE.MAP - Pov2Map converted version of EXAMPLE.POV DEMO.MDL - Files for a uncompleted level I was testing with. DEMO.POV - " " DEMO.MAP - " " ------------- Requirements: ------------- * Moray 2.0 or newer * QBSP, LIGHT AND VIS * SW QUAKE 0.9x (Newer versions will not run external maps unless registered, so REGISTER!) * REGISTERED QUAKE ------------- Restrictions: ------------- Unions do not work if you export the file, but you can use them while creating the level and then ungrouping everything before export. Currently, if you use a union, intersecton, difference, or merge the objects within them will not be converted. This is useful for building small parts of levels at a time. ---------------- Syntax and Usage ---------------- Pov2Map is very easy to use. Simply type: pov2map Where is the povray source file generated by Moray, and is the name you wish to have for the resulting .MAP file. Example: Startup Moray. Create a cube and scale it by <100,100,1> and translate it by <-1,-1,-1> Go to the texture editor and create a texture called TECH07_2 Exit and give the cube TECH07_2 as a texture. Repeat this for the following five cubes with these values: Cube 2: scale <100, 1, 100> translate< -1, -101, 99> Cube 3: scale <100, 1, 100> translate< -1, 99, 99> Cube 4: scale <1, 100, 100> translate<-101, -1, 99> Cube 5: scale <1, 100, 100> translate< 99, -1, 99> Cube 6: scale <100, 100, 1> translate< -1, -1, 199> Save this as example.mdl and then export it to a povray file. Copy it from your \moray\povscn directory to where ever you are keeping Pov2Map. Type: pov2map example.pov example.map Run it through qbsp, light and vis. qbsp example.map light example.bsp vis -v example.bsp If vis says "no vising was performed then it means that you have an opening in your level. Go back and check to make sure that all of the cubes are touching or overlapping and the enclosed space is "air tight". Copy example.bsp to you \quake\id1\maps directory and start quake with: quake +map example If you've done everything correctly you should be in a small cubical room. If there is a hole, you will see a neutral gray area in between two walls. Different textures can be used by giving the cube a texture with a name identical to the one in the graphics wad such as COMP1_3 or Tech07_2. Water and sky can also been done with names like *WATER0 or SKY4. After you create a level in Moray you need to edit the output of pov2map and add entities such as lights and monsters. If I'm working on a rather complex level, I usually keep all of my entities in a seperate text file and paste them in to the .map file when I want to test it. Also, if you do not include any lights the map will be equally lit throughout the entire level. Pov2Map automatically places a player entity at <0,0,64>. If this is a problem please contact me at the address below. ------------- How It Works: ------------- Pov2Map searches the povray source file for a definition of a box and then reads in the points. It also looks for a texture name and a scale, translate, or rotate keyword. If you want to know more about the conversion process, then mail me. ------------- Improvements: ------------- I will develop Pov2Map until I find a decent Quake Editor. Maybe even after that if there is anyone still interested in it. Intersections, and Differences will probably never be implemented. I was also thinking of using the objects name in Moray as a comment in .MAP file to identify different objects for more advanced editing. I am now thinking about using the name of the object in Moray to pass info to Pov2Map. This would make it possible to place entities in a level. Lights could be controlled, you could change them from invisible point lights to torches. If you would like this then contact me or it may never be added! If you are interested in creating a web page for Pov2Map please contact me! I would do it myself, but it would have to be text only because I have no access to uploading with FTP. I'm taking ideas, suggestions, and criticism at: darksead@scn.org ---------- Thank You: ---------- id Software of course. - Quake is so cool. The $50 cd is worth it just for the amazing nin music!!! Niklata (Nicholas Dwarkanath) - For Quake Brush Generator, and the specs about entites and maps. Dan Olsson (Scohop) - Lead (and only) Beta Tester. Big supporter. Tauno Taipaleenmaki - Showed me how to implement rotations.