• Converting Quake/Quake2 maps for use in Sin.

  • This is a very simple method to load Quake or Quake2 maps/prefabs into SinEd.
    All you need is a text editor capable of multiple search and replace - and obviously the SinDemo/Sin, Sined, quake/quake2 and a quake editor :-

    • Open the quake map/prefab you want to convert in your quake editor.
      Select all the brushes and apply a single Quake texture to them - this will make it
      possible to do a simple search and replace in your text file preventing
      having to edit the code manually.

    • If there are any entities - delete them, for brush (solid) entities (ie. triggers/doors)
      remove the entity reference (in worldcraft select all the brush/brushes and click the toWorld button)

    • Save the file into your 'tools\sin\base\maps folder in quake .map format.

      For info on setting up SinEd, view the readme file
      in the Sintools zip file.

    • Start up your text editor and open the .map you just saved.
      Use your text editors multiple search/
      replace to change all the q1/q2's brush path/texture info with a Sin path/texture

      eg.


      ( 8 220 144 ) ( 120 220 144 ) ( 120 192 144 ) e3u1/yelfield 0 0 0 1.000000 1.000000

      becomes

      ( 8 220 144 ) ( 120 220 144 ) ( 120 192 144 )
      bank/cl_bankplain 0 0 0 1.000000 1.000000

      or whatever texture you want.


      If you need a text editor capable of multiple search and replace, here's a couple you
      can try :-


      NoteTab Pro
      Uedit32



    • At the top of the file delete any reference to q1/q2 wad/pak files -

      eg.

      "wad" "textures.wad"

    • Save the .map file and open it in SinEd - if you did everything right,
      there shouldn't be any errors.


    This is a very crude hack, so I wouldn't recommend opening up large complex maps full of entities - rather select areas of it you want to keep and convert them, or convert prefabs.

    If your having problems, you can download this zip (2k) with before and after map files - open them up in your text editor and spot the difference - you'll soon get the gist of it (unless you've never used a text editor :)
    Make sure you don't save the quake map that you opened and converted - ie. use this method at your own risk.

    If your having no luck with this method, do some research :) - We're real busy most the time, only email if your really stuck.

    If someone feels like writing a quake/quake2 to Sin map conversion programme which replaces quake2 textures with simalar Sin textures and possibly converts compatible entities and remove incompatible ones etc. - let us know !!

    This is a preliminary document, any additional info is welcome.

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