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- 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:
-
- d - door
- b - button
- s - secret door
- o - trigger_once
- w - trigger_secret
- m - trigger_multiple
- p - platform
- r - train
- t - teleport
- l - change level
- h - trigger_hurt
- j - monster_jump
- c - path_corner
-
- bubb - air bubbles
- drip - dripping sound
- drone - computer hum sound
- buzz - buzz sound
- lbuzz - fluorescent buzz
- suck - sucking wind
- swamp1 - swamp1 sound
- swamp2 - swamp2 sound
- thund - thunder sound
- lightn - event lightning
- inter - intermission
- nnull - notnull
- null - null
- coop - cooperative start
- dmatch - dmatch start
- start - player start
- start2 - start2
- tdest - teleport destination
- armor1
- armor2
- arminv
- suit - envirosuit
- invis - invis. ring
- super - quad damage (super power)
- invul - invulnerability
- cells
- health
- key1
- key2
- rocks - box 'o rockets
- shells
- sigil
- spike - box 'o spikes
- weapon
- yflam1 - small yellow flame
- yflam2 - large yellow flame
- wflam1 - small white flame
- fluor - fluorescent light
- fluors - sparking fluorescent
- globe - globe 'o light
- torch
- grunt
- cthon
- demon
- dog
- enfor - enforcer
- fish
- hknig - hell knight
- knigh - knight
- ogre
- mogre - ogre marksman
- shub - shub niggurath
- shalr - shalrath
- shamb - shambler
- tar - tarbaby
- scrag - scragg
- box1 - exploding box 1
- box2 - exploding box 2
- fball - fire ball
- noise - noisemaker
- telet - teleport train
- noclas - noclass
- shoot - shooting trap
- sshoot - spike shooter
- launch - grenade launcher
- lgun - lightning gun
- nail - nailgun
- rocket - rocket launcher
- snail - super nailgun
- sshot - super shotgun
-
-
- I think these are all correct. So just use the abbreviated name on your model
-
- Now come the tags - d-ta1-da2 would make a door with targetname A2 and
- target A1.
-
- Tags:
-
- d - targname
- a - angle
- t - target
- k - killtarget
- h - height (for lifts)
- w - wait
- p - delay
- j - health
- b - sounds
- c - count
- e - speed
- n - new map
- f - damage
- l - lip
- s - spawnflags
- y - style
-
- And I think that's it.
- With this setup, you may be able to get by without ever having to manually
- edit your .map file at all.
-
- Included in this zip is a .3ds file called models.3ds. Inside are most of
- the Quake models, which you can merge into your map file as you like, and rename
- so that you can use them as monsters, weapons, etc. k3ds2map already does this
- and I've had numerous requests to have it put in. There are two wierd models
- as well - a stylized 's' and a musical note. I just use them as symbols
- so that I can find them quickly, and change the names as I like.
-
- Paths are done by simply placing path corners where you want them and
- targeting them.
-
- You should now be able to make doors, lifts, monsters, and paths for them to
- travel on.
-
- You can get the materials libraries from my home page.
-
- I think that's all I want to say. Give this a whirl and give me bug reports -
- it hasn't been tested much.
-
- Travis
- (Lemur)
- twb@wsu.edu
-
- Quake-In-A-Can - home of the 3ds2map converter
- http://www.wsu.edu:8080/~tbaldree
-