eDoomTC and my map converter
#1 Posted 11 January 2016 - 02:56 AM
I don't know, will this mod is interested to somebody, therefore I don't want to continue this mod. But anyway, this is a mod with 132 maps
eDoomTC
So, I released this, and I can continue works with BloodCM now
#4 Posted 11 January 2016 - 06:53 AM
TheZombieKiller, on 11 January 2016 - 03:32 AM, said:
I don't know nothing about doom's 3d floors therefore - no, converter doesn't supported it, classic maps only
zykov eddy, on 11 January 2016 - 05:11 AM, said:
I thinking so too xD But my Java programming learning give me an idea for write converter It was very hard, because doom has a lot of unclosed sectors and a lot of "f@cking" sectors
#6 Posted 11 January 2016 - 11:23 AM
Fantinaikos, on 11 January 2016 - 10:54 AM, said:
I don't tried, but maybe yes...some Boom's linedefs types not supported, but geometry must converting correctly
#7 Posted 11 January 2016 - 02:17 PM
M210, on 11 January 2016 - 02:56 AM, said:
I'm sure that many users, as myself, are interested in this mod.
I hope you will continue working on it.
#8 Posted 11 January 2016 - 05:49 PM
EDIT: so i was trying it out, and the enemies now move and stuff. but they don't seem to have sound playing for them
This post has been edited by Mr. Nukem Roses: 11 January 2016 - 06:04 PM
#9 Posted 11 January 2016 - 07:46 PM
Mr. Nukem Roses, on 11 January 2016 - 05:49 PM, said:
Yes, I didnt work with enemies, only with maps, I just want present my converter at this stage
#10 Posted 11 January 2016 - 09:18 PM
M210, on 11 January 2016 - 07:46 PM, said:
ah. well if i may say, it's pretty cool to be able to play Doom via EDuke. hope to see this thing completed with sounds and all the good stuff i remember way back that when i 1st saw this, enemies didn't move at all. but it's cool to see some progress on it. can't wait for the full 100% version
#12 Posted 12 January 2016 - 05:21 PM
M210, on 11 January 2016 - 06:53 AM, said:
http://zdoom.org/wik...ctor_Set3dFloor
That should explain pretty much all of it
Edit: Just to add to the video, each line on the control sector can have the 3D floor action applied to it, to use the same 3D floor for multiple sectors.
This post has been edited by TheZombieKiller: 12 January 2016 - 05:29 PM
#13 Posted 13 January 2016 - 06:07 AM
http://www.filedropp...ommusicmapnames
Just put the "Music" folder into "Data" and replace the User.con in \Data\cons
I also converted the two exclusive Xbox maps.
http://s000.tinyuplo...957107037427898
Btw, it is possible add "No Rest For The Living" to conversion options? Obviously for the purpose to add it as an episode.
#15 Posted 15 January 2016 - 05:57 PM
Fantinaikos, on 13 January 2016 - 06:07 AM, said:
http://www.filedropp...ommusicmapnames
Just put the "Music" folder into "Data" and replace the User.con in \Data\cons
I also converted the two exclusive Xbox maps.
http://s000.tinyuplo...957107037427898
Btw, it is possible add "No Rest For The Living" to conversion options? Obviously for the purpose to add it as an episode.
#16 Posted 15 January 2016 - 06:07 PM
Jamesfff, on 15 January 2016 - 05:57 PM, said:
I don't see any problem, at the moment the pack it's still on Filedropper and not deleted.
#17 Posted 16 January 2016 - 11:35 PM
#18 Posted 20 January 2016 - 12:53 AM
Archive has 143mb size after music added o_O
xbox maps need launch as "user map"
Quote
Has this wad a different textures?
This post has been edited by M210: 20 January 2016 - 01:58 AM
#19 Posted 20 January 2016 - 08:24 AM
M210, on 20 January 2016 - 12:53 AM, said:
Archive has 143mb size after music added o_O
xbox maps need launch as "user map"
Has this wad a different textures?
Probably, or at least a different assets of the standard ones since I already tried to convert it using the DOOM II option and some textures were misplaced or incorrect. I will send a PM to you about it.
#20 Posted 16 February 2016 - 10:00 AM
#21 Posted 23 February 2016 - 02:18 AM
This post has been edited by M210: 23 February 2016 - 02:18 AM
#22 Posted 23 February 2016 - 04:41 AM
Syntax:
1. TEXTURE format: DOOM, DOOM2, PLUTONIA, TNT, HERETIC, HEXEN
2. FLAT TEXTURES CHUNK[TILEOFFSET]
{
DOOMTEXTURENAME TILENUM - TILEOFFSET
}
3. WALLTEXTURES CHUNK[TILEOFFSET]
{
DOOMTEXTURENAME TILENUM - TILEOFFSET
}
4. SPRITE CHUNK[TILEOFFSET]
{
DOOMTYPE: TILENUM - TILEOFFSET cstat: # lotag: # hitag: # z: #
}
z - is a offset from ceilingZ coordinate
Textures format is a WAD file format. This option for different skies on maps (DOOM has a 4 skies, DOOM2 - has a 3 skies)
PLUTONIA works as DOOM2, TNT has a some long textures, with that format converter calc offsets for this textures
Attached File(s)
-
dmtcconv.zip (119.65K)
Number of downloads: 206
This post has been edited by M210: 23 February 2016 - 04:45 AM
#23 Posted 28 March 2016 - 03:36 PM
#25 Posted 12 April 2016 - 08:03 PM
TheZombieKiller, on 12 January 2016 - 05:21 PM, said:
That should explain pretty much all of it
Edit: Just to add to the video, each line on the control sector can have the 3D floor action applied to it, to use the same 3D floor for multiple sectors.
This makes Edukes 3d editing look like a nightmare.. Pain in the ass doing TROR in duke.
This post has been edited by 1337DirtAlliance: 14 April 2016 - 01:08 AM
#26 Posted 14 April 2016 - 12:24 PM
1337DirtAlliance, on 12 April 2016 - 08:03 PM, said:
Yeah, is it. And Im not sure, can I convert such 3D floor to eDukes TROR, but I will work under it.
Today I completed Wad2Art converter and We can convert wad maps with textures
Wad2Art converter making ART files with converted tiles to own palette file (for example Duke Nukem 3D palette) or without convert tiles and with making palette from wad file.
Also Wad2Art making textures list for Wad2Map converter.
I attached a example with Hexen's MAP08 with textures (converted to Duke3D palette), but without sprites yet.
This post has been edited by M210: 14 April 2016 - 12:25 PM
#27 Posted 15 April 2016 - 02:36 AM
#28 Posted 15 April 2016 - 07:30 PM
3D floors to TROR might be a bit tricky but should be possible. E.g if you have some space below and above a 3D floor, just copy the whole thing, make the ceilings of the lower area flat, the same height, and lower it down. Then for the upper area make all the floors flat, the same height, and raise them up. Then add whatever information that mapster uses to know they're joined. I can see why it might not be worth the time invested though.
#29 Posted 16 April 2016 - 12:27 AM
3D floors to TROR is possible if you are human, but for converter it's imposible Because neighboring sectors may be broken (slope surfaces exactly)
I tried make a TROR near 3D floor sectors, and I got almost a successful result, but walls of TROR are rendering with black textures, ROR texture also didn't got render skipping for thoose walls and player has clipping with it. I think, it will be possible, if walls with ROR textures will skipping by renderer and not clippable for objects.
Or second case, just make system as ZDoom
#30 Posted 16 April 2016 - 12:48 AM
In any case the user could just add the TROR in afterward. And there's plenty of cool level design you can do without TROR.