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Death Egg

Doom WAD to 3D Model Converter?

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I rememebr hearing about this once or twice, but I'm not sure it exists. Is there some type of converter that changes a Doom level into a 3D model of some sort? I've looked but haven't been able to find one myself, but I swear I've seen a picture of two of it in action.

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You probably saw a painstakingly hand-crafted rendition of a Doom level into some other 3D engine format - there have been recreations of Doom's levels in just about every 3D -or almost- engine known to Man and in the form of mods for other non-Doom games.

It's not excluded that someone may have considered automating the process at some point, but it sure didn't make much of a splash, when and if such a thing existed. The same thing goes for 3D Doom models used in some ports: all of them are painstakingly recreated by hand, one by one, frame by frame.

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Gez said:

Well, the Doom2Quake converter worked well enough, but I couldn't find a converter that could take the quake level (or the doom one for that matter) to another 3D format. (Aiming for .obj format)

EDIT: Wait a sec... I missed this quote:

kristus said:
AFAIK There's a converter that converts Doom maps into Quake maps afaik. So you can covert it into a quake/Doom3 .map and then into a Wavefront .obj file using D3edit. [/B]


I'll try this out and see if it works.

EDIT2: Nope, I can't find any Quake to Doom 3 converters out there. :/ Back to square one I guess.

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GreyGhost said:

Have you tried Q3toD3?

Well, I've gotten it only to Quake1 format. If I could find a way to upgrade it to Quake 3, however, this could work.

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Looks like it's going to be a two-step process, converting from 1 to 2 then 2 to 3. Both converters require the user to own a copy of Quake 2 - hope that isn't a problem.

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GreyGhost said:Both converters require the user to own a copy of Quake 2 - hope that isn't a problem. [/B]

Hmm... Well, looks like I'll have to find a copy of Quake II then. Not a bad trade, I always wanted to play it. :)

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So... Doom->Quake->Quake II->Quake III->Doom3->Obj

It is a rather involved process.

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Isn't the .map format essentially the same in Quake1->Doom3? (They added Bezier patches in Q3 but the brushes should be the same) I mean, they can all be edited with the same editor (GTKRadiant)

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kristus said:

Isn't the .map format essentially the same in Quake1->Doom3?

Yes, but I'm guessing those converters work on the compiled BSP files where the differences are significant.

Also .MAP files contain brushes, whereas .OBJ contains faces, so a CSG compiling step would be required somewhere (e.g. in Doom3).

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Very interesting andrewj. Would you mind paraphrasing the algorithm you are using (I expect this is built on top of glBSP)?

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