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Avoozl
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Posts: 2710
Registered: 06-09


Since there's map converters like for example for Doom to UDMF format and vice-versa, is there's any for Doom to Doom 64EX format or is there simply some code I would need to change in a original Doom wad via Slade to work in the Doom64EX Builder?

Old Post 03-04-13 23:23 #
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Gez
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Posts: 11368
Registered: 07-07


It's not that simple, because everything is different. The textures. The thing dimensions. (An imp might get stuck in a wall, because D64 imps are huge -- even wider than D64 barons, as strange as it seems!) The way textures behave. Linedef flags and specials. And so on.

Old Post 03-05-13 00:18 #
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Avoozl
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Yeah but I only want the basic wall and secter data that both editors have in common to be converted, I wanted to try and retexture and modify the architecture of certain old Doom maps to see how they look in Doom 64EX and I don't want to have to individually change the wall and sector data (I'm fine with doing this for the textures and architecture) one at a time, I can copy a maps wall data directly from Doom Builder 2 and paste it into Doom64EX Builder while they are both running but it won't include the data things like (impassible, doublesided, etc).

Last edited by Avoozl on 03-05-13 at 07:40

Old Post 03-05-13 00:26 #
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Kappes Buur
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Posts: 894
Registered: 11-02


Since I do not know anything about DoomEX64, nor do I want to, this is only a suggestion:

Have you tried to copy/paste maps between Doombuilder2 and Doombuilder64.
If that does not work, try prefabs.

Old Post 03-08-13 03:26 #
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Dragonsbrethren
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Posts: 2474
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Copy and paste works.

Old Post 03-08-13 04:21 #
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