#46
Posted 05 July 2014 - 05:28 PM
Let's not forget that Ken Silverman, creator of the build engine itself, wrote a script/program to convert Doom maps to Build engine maps. Let's examine the facts shall we.
1) Doom and Build are both 2.5D engines, with the same structure of geometry (sectors, walls etc).
2) They both have the same limitations; vertical walls, no 3D stuff.
3) The damn thing doesn't work properly and requires a fair amount of manual editing to fix issues.
So, if the guy with the ultimate knowledge of Build can't fully convert something from a simple, (relatively) similar format to a Build map, how the hell are we going to convert from a 3D mesh???
For the sake of argument, let's say it is possible and that after years of research, development and testing, you finally end up with something capable of converting simple meshes to a workable map. Like I said, terrain would be tricky, so that's out of the equation, 3D geometry due to TROR is out of the equation. What's the point? Once you import your simple mesh, you'd have to texture everything, add all the sprites, tag all the effects, implement gameplay. For all the work, you might as well just make the damn level in mapster anyway. It's really not that hard or slow. If I had a clear vision of what I wanted (layout, architecture, gameplay) I could probably whip up a pretty solid, high detail fun map in a week or two, assuming I had the time and worked during most of each day of course. If you know what you're doing you can make some really good looking stuff really quickly.
So, everyone's said it's impossible (or otherwise, insanely impractical and incredibly limited if you choose to assume not impossible) It's not exactly something you can just whip up in an afternoon, and make a thread with the word "DONE" in big colourful letters the next day. Like others have said I'd much rather they invest the time in vamping up mapster.
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