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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