• Feasibility of porting Doom 3/early id tech 4 maps?
    24 replies, posted
Before I launch myself on what might be a fool's errand, I would like to ask two questions to people that might know more about this than me: Please note that I am not very knowledgeable in the inner workings of the id tech 4 engine. 1. Do id tech 4 maps have brush geometry or other features that could make them compatible with source? 2. If so, would it be theoretically possible to convert the raw map files to a format a version of worldcraft/hammer could open? Also, please do not respond with simple "yes" or "no", a detailed reason of how this can be done/why this cannot be done would be far more helpful. Thank you in advance.
hi, If you have Doom3 installed and extract pak000 you'll see a map folder in there is a game folder with .map files "you might already have known this :) " dl and install Darkradiant open the .map and choose to export it as an .OBJ file using 3dMax with wallworm installed, make any edits you need to do i.e fix textures remove brush entities then using wallworm export the .OBJ as a VMF file you then need to convert all required textures to .vmt/.vtf for viewing in source engine. :) doom3 materials are .mtr format and not sure of a plugin for PS or paint.net but a google search should help you there EDIT : sorry i just looked and the .mtr files are text files you open in notepad++ and they tell the doom3 engine where to find the texures .TGA files for the map and models in the level :)
[QUOTE=taz0;49817732]hi, If you have Doom3 installed and extract pak000 you'll see a map folder in there is a game folder with .map files "you might already have known this :) " dl and install Darkradiant open the .map and choose to export it as an .OBJ file using 3dMax with wallworm installed, make any edits you need to do i.e fix textures remove brush entities then using wallworm export the .OBJ as a VMF file you then need to convert all required textures to .vmt/.vtf for viewing in source engine. :) doom3 materials are .mtr format and not sure of a plugin for PS or paint.net but a google search should help you there EDIT : sorry i just looked and the .mtr files are text files you open in notepad++ and they tell the doom3 engine where to find the texures .TGA files for the map and models in the level :)[/QUOTE] Thank you, this is quite something. In fact, this might help me with porting Call of Duty maps as well. I will put this information to good use. Wish me luck.
Call of duty is more based on the Quake3 engine so you could have better luck with GTKradiant and exporting straight to vmf or that could be Quark level editor, haven't looked at cod mapping in a while :)
[QUOTE=taz0;49818615]Call of duty is more based on the Quake3 engine so you could have better luck with GTKradiant and exporting straight to vmf or that could be Quark level editor, haven't looked at cod mapping in a while :)[/QUOTE] I already attempted that. However, I ran into problems, which is why I want to try this method.
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[QUOTE=LostMan2k16;49835441]Also If you have doom3 game updated, type in the console: Editor to launch radiant, from the menu navegate to "Selection\Export\To Obj" This build a obj file + mtl file ( the Doom3 version have Radiant Level Editor built-in game ) Also Doom3 full source code are free to download. [IMG]http://s6.postimg.org/d6s4flqkh/Doom3_Editor.jpg[/IMG][/QUOTE] I have already tried darkradiant, the game seems to be mostly brush geometry, but I have yet to export anything. Either way it seems possible so this question is pretty much answered.
Okay, so ID tech 4 seems to function on a similar BSP version to source, so brush geometry, limits and the need for sealed maps are all present here too. Doom 3 and Quake 4 maps should all be portable via the obj method, although without a proper converter we wont get light entities. This is all pretty easily fixable anyway, so its not a big deal. Quake Wars seems to use a new map format that is composed of multiple files. I will have to fiddle a bit more with it to see how port from that, but it seems doable. Wolfenstein uses the same engine as quake wars for multiplayer, but singleplayer uses a modified version of Quake 4 with some quake wars features so.... Yeah, without a map editor for that game it will take a while to figure out how to port it. No idea on Brink, might have to go with 3dripper for that one, unfortunately. Well those are my findings. With this, my questions have been answered. Thank you all for your help.
Wolfenstein: The New Order or Wolfenstein: The Old Blood use idtech 5 which is the engine Rage uses and you get the level editor for rage in the steam tools,, Brink uses idtech 4 same as Quake 4 and quake wars and woflenstein, look at the GTKRadiant website for there level editor
[QUOTE=taz0;49844209]Wolfenstein: The New Order or Wolfenstein: The Old Blood use idtech 5 which is the engine Rage uses and you get the level editor for rage in the steam tools,, Brink uses idtech 4 same as Quake 4 and quake wars and woflenstein, look at the GTKRadiant website for there level editor[/QUOTE] I was talking about Wolfenstein 2009. Not the new order.
ah ok yeah thats idtech 4
[QUOTE=taz0;49844720]ah ok yeah thats idtech 4[/QUOTE] Not going to worry about id tech 5 stuff until we get source 2,moot point until then.
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theirs a .vtf plugin for paint.net [url]http://nemesis.thewavelength.net/index.php?c=225[/url] give that a try and i think you can get a .dds plugin for it to so PN opens .dds files :) Edit also the doom3 editor might use a different grid scale i grid = 1 cm not 1 grid = 1 inch so u might get texture shift
well, I patch devil library and the conversion run fine, no bad "shitf" ( I dont have now gmod, so test in L4D , bsp version 20). The problem is in the vtf file itself not game sizes. I test vtflib, same "bug". Re compiling a mod devil library work fine, nice tile floor ceiling: [IMG]http://s6.postimg.org/3t4kes3wh/d3dm50002.jpg[/IMG] Ill will go to upload the doom3 (radiant mod) exe and tool, Im testing atm. Thank 'taz0' for the info :)
the conversion is looking really good :)
[QUOTE=LostMan2k16;49877255]well, I patch devil library and the conversion run fine, no bad "shitf" ( I dont have now gmod, so test in L4D , bsp version 20). The problem is in the vtf file itself not game sizes. I test vtflib, same "bug". Re compiling a mod devil library work fine, nice tile floor ceiling: [IMG]http://s6.postimg.org/3t4kes3wh/d3dm50002.jpg[/IMG] Ill will go to upload the doom3 (radiant mod) exe and tool, Im testing atm. Thank 'taz0' for the info :)[/QUOTE] Looking good, I am testing it on quake 4 atm.
Interesting, always wanted Quake 4/Doom 3 maps in GMod and other source-engine games. Cant wait to see the results. Nice work so far.
[QUOTE=Matsilagi;49889631]Interesting, always wanted Quake 4/Doom 3 maps in GMod and other source-engine games. Cant wait to see the results. Nice work so far.[/QUOTE] Unfortunately without a direct converter everything but the geometry will have to be rebuilt. Not so much a problem with lights, but It's going to be very bothersome with decals.
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[QUOTE=LostMan2k16;49905856]stuff[/QUOTE] Is it possible to convert Q3 curves (patches) to regular brushes? I'm looking for something like that for ages.
[QUOTE=TheMostUpset;49906067]Is it possible to convert Q3 curves (patches) to regular brushes? I'm looking for something like that for ages.[/QUOTE] have you tried [url]http://www.reflexfps.net/forums/index.php?/topic/666-q3-map-reflex-map-converter/&page=3[/url] if you go to page one its got the latest versions :)
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[QUOTE=taz0;49906265]have you tried [url]http://www.reflexfps.net/forums/index.php?/topic/666-q3-map-reflex-map-converter/&page=3[/url] if you go to page one its got the latest versions :)[/QUOTE] I don't think it can convert curves. Anyway, I can't even open converted map with any level editor made for GoldSrc/Source.
In the thread heres 2 converters you need one Q3to reflx and Reflex to Q3, once you ave got the reflex file make it a Q3 file so your map is all brushes then export it as a .map file for goldsrc
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