3DS2MAP.EXE ver .75 Syntax : 3ds2map infile.3ds outfile.map [options -w(wadfile) -c] ex: 3ds2map in out -wmedieval.wad -c This being a new version, I'm not going to put the old garbage in the text file. If you want a tutorial on building Quake map files, you can look around the net or on my page. This is the newest version of 3ds2map. It now supports models with names, as well as attributes for those models - which means - *You can now make lifts, trains, doors, etc. pretty easily. *Monsters and objects can be placed as models rather than spots. *You can add targets, lightstyles, paths, etc. These have been the things most requested of me so far. Also - the output file is now compatible with Quest and WorldCraft, so that you can load it in and wiggle the textures around there. I still haven't figured out texture orientation yet, but I'm getting there - so until then, use those programs - they're cool! For those of you who have been making maps with spots - spots are still supported, but the tags are NOT. Spotlight support will be removed in the next release. The 400+ brush bug is fixed - you can have more brushes now. But I don't know how many. Haven't tested. Somebody tell me. Omnis still work just fine. Your light intensities will now convert, so there's no need to go back and fiddle with them. You can turn the brush comments off with the -c line option. You will no longer be prompted for the wad - you'll have to stick it in as a command-line option with the -w option. Okay, down to the nitty gritty - if you want to tag your objects, it's done much the same as it was with spots before - keywords designate what entity the model becomes So, a demon model with the name 'demon' would BECOME a demon when converted across. Also, you could give the demon a targetname by entering his name as 'demon-da1' That would give it a targetname of 'a1'. The 'd' stands for destination, more or less. First off, here are the names of the entities. Objects like doors only have one character in the title so that you can cram in more options before you run out of space. You're going to want to print these out - they're different keywords from the ones used for spots. Entities: d - door b - button s - secret door o - trigger_once w - trigger_secret m - trigger_multiple p - platform r - train t - teleport l - change level h - trigger_hurt j - monster_jump c - path_corner bubb - air bubbles drip - dripping sound drone - computer hum sound buzz - buzz sound lbuzz - fluorescent buzz suck - sucking wind swamp1 - swamp1 sound swamp2 - swamp2 sound thund - thunder sound lightn - event lightning inter - intermission nnull - notnull null - null coop - cooperative start dmatch - dmatch start start - player start start2 - start2 tdest - teleport destination armor1 armor2 arminv suit - envirosuit invis - invis. ring super - quad damage (super power) invul - invulnerability cells health key1 key2 rocks - box 'o rockets shells sigil spike - box 'o spikes weapon yflam1 - small yellow flame yflam2 - large yellow flame wflam1 - small white flame fluor - fluorescent light fluors - sparking fluorescent globe - globe 'o light torch grunt cthon demon dog enfor - enforcer fish hknig - hell knight knigh - knight ogre mogre - ogre marksman shub - shub niggurath shalr - shalrath shamb - shambler tar - tarbaby scrag - scragg box1 - exploding box 1 box2 - exploding box 2 fball - fire ball noise - noisemaker telet - teleport train noclas - noclass shoot - shooting trap sshoot - spike shooter launch - grenade launcher lgun - lightning gun nail - nailgun rocket - rocket launcher snail - super nailgun sshot - super shotgun I think these are all correct. So just use the abbreviated name on your model Now come the tags - d-ta1-da2 would make a door with targetname A2 and target A1. Tags: d - targname a - angle t - target k - killtarget h - height (for lifts) w - wait p - delay j - health b - sounds c - count e - speed n - new map f - damage l - lip s - spawnflags y - style And I think that's it. With this setup, you may be able to get by without ever having to manually edit your .map file at all. Included in this zip is a .3ds file called models.3ds. Inside are most of the Quake models, which you can merge into your map file as you like, and rename so that you can use them as monsters, weapons, etc. k3ds2map already does this and I've had numerous requests to have it put in. There are two wierd models as well - a stylized 's' and a musical note. I just use them as symbols so that I can find them quickly, and change the names as I like. Paths are done by simply placing path corners where you want them and targeting them. You should now be able to make doors, lifts, monsters, and paths for them to travel on. You can get the materials libraries from my home page. I think that's all I want to say. Give this a whirl and give me bug reports - it hasn't been tested much. Travis (Lemur) twb@wsu.edu Quake-In-A-Can - home of the 3ds2map converter http://www.wsu.edu:8080/~tbaldree