z34chris Posted September 10, 2017 Does anyone use or have questions about Wad2UDMF? Would anyone like an update or something fixed? I am working on another project currently and will also look into working on this one as well. 0 Share this post Link to post
Kappes Buur Posted September 10, 2017 As a one step approach to convert Doom format pwads directly to UDMF? Instead of the two step approach Doom format to Hexen format with zwadconv.exe and then Hexen format to UDMF with WAD2UDMF? Will it convert all specials faithfully to either format, and without extraneous vertices? The second step of Hexen format to UDMF is already covered adequately by GZDoom Builder and therefore also GZDoom Builder - Bugfix. I covered these processes in my tutorial 1 Share this post Link to post
Mordeth Posted September 10, 2017 I'd like a Eternity-Doom to Eternity-UDMF converter, which takes ExtraData lumps into account... 1 Share this post Link to post
z34chris Posted September 10, 2017 I will start on both of those this evening. 1 Share this post Link to post
Altazimuth Posted September 10, 2017 (edited) Some preliminary work had been done on Mordeth's want here: https://github.com/ioan-chera/UDMF-Converter-EE, though of course independent work on this issue is something I encourage, and would be more than happy if you were to get it working. 0 Share this post Link to post
z34chris Posted September 10, 2017 Is there a new home to host Wad2UDMF by chance? 0 Share this post Link to post
Altazimuth Posted September 10, 2017 If you're looking for free static web hosting, there's Github Pages https://pages.github.com/. It's pretty alright. 1 Share this post Link to post
z34chris Posted September 11, 2017 okay, could I be pointed to a wad file to run through wad2udmf so that I can address the extraneous vertices issue? 0 Share this post Link to post
z34chris Posted September 11, 2017 https://github.com/z34chris/Wad2UDMF 2 Share this post Link to post
z34chris Posted September 17, 2017 Wad2UDMF updated to 0.3.7.5 and is located on GitHub at https://github.com/z34chris/Wad2UDMF 0 Share this post Link to post
Kappes Buur Posted September 18, 2017 (edited) I ran into a problem with the new version 0.3.7.5 Conversion is done via a batch file wad2udmf.exe -i canyon.wad -o Ucanyon.wad The original file is 619KB, the resulting file is 1.32 MB and cannot be opened with Slade3. Maybe the hex header helps Edited September 18, 2017 by Kappes Buur : added images 0 Share this post Link to post
z34chris Posted September 18, 2017 I will take a look at it. I have only tested it on a wad called tab8.wad so far 0 Share this post Link to post
z34chris Posted September 25, 2017 Alright, besides the zdoom demo.wad and dark7.wad, what is a good wad to run through wad2udmf to fully test it out? 0 Share this post Link to post
Kappes Buur Posted September 25, 2017 My goto test map is usually Enjay's Gene-Tech map01 1 Share this post Link to post
z34chris Posted October 9, 2017 (edited) New wad2udmf version 0.3.7.6b https://github.com/z34chris/Wad2UDMF Edited October 9, 2017 by z34chris : fix link 0 Share this post Link to post
z34chris Posted October 9, 2017 (edited) On 9/25/2017 at 6:38 PM, Kappes Buur said: My goto test map is usually Enjay's Gene-Tech map01 I had to do some transplanting and came up with an 8.23 meg udmf to drop into that pk3 file, the map seems to function and everything looks like it is in place. Edited October 9, 2017 by z34chris : didnt specify units 0 Share this post Link to post
Kappes Buur Posted October 9, 2017 (edited) Conversion to UDMF works. But, as in the previous versions, the vertex count increases significantly Spoiler To get rid of those, one has to run the converted map through the Map Analysis (F4) tool in GZDB or GZDBBF. Edited October 9, 2017 by Kappes Buur 0 Share this post Link to post
z34chris Posted October 9, 2017 (edited) 1 hour ago, Kappes Buur said: Conversion to UDMF works. But, as in the previous versions, the vertex count increases significantly Hide contents To get rid of those, one has to run the converted map through the Map Analysis (F4) tool in GZDB or GZDBBF. Which wad and which editor are you using? I have ran tab8.wad, void.wad, demo.wad(zdoom demo), HR.wad, njgtb4ts.pk3 and doom2 unconverted maps through the 0.3.7.6b version and then reading the maps back in slade 3 while not encountering extra vertices. Is it possible that slade 3 is hiding vertices? What type of a test would you recommend I run to check for extra vertices? Other than the vertices related problem, is everything else working? Edited October 9, 2017 by z34chris : missed a wad file 0 Share this post Link to post
z34chris Posted October 9, 2017 Btw...where exactly is 'Canyon.wad'? it seems as if it isn't on the internet so far lol 0 Share this post Link to post
z34chris Posted October 9, 2017 (edited) On 9/10/2017 at 3:50 AM, Mordeth said: I'd like a Eternity-Doom to Eternity-UDMF converter, which takes ExtraData lumps into account... After looking at some eternity file formats and giving consideration to wad2udmf, the program already copies over other lumps in the wad file including mapinfo and whatever arbitrary extradata scripts associated with mapinfo. as for the specific things and linedefs, some of the data may not be copied over and that will have to be addressed. Do you have any eternity wads that you recommend? Edited October 10, 2017 by z34chris 0 Share this post Link to post
Kappes Buur Posted October 10, 2017 5 hours ago, z34chris said: Btw...where exactly is 'Canyon.wad'? it seems as if it isn't on the internet so far lol Canyon.wad is just a doodle on my harddrive. I ran GENE_TECH through WAD2UDMF with these results: First the original map loaded into GZDBBF Spoiler 19940 vertices This is the map after conversion with Wad2UDMF 0.3.7.6b Spoiler 26606 vertices Now a comparison of the converted map between GZDBBF and Slade3: As you can see there are quite a few extra vertices with GZDBBF Spoiler but these vertices do not show up in Slade3 Spoiler Then I saved the map from Slade3 with a new name and opened it with GZDBBF. Spoiler Slade3 did suppress the extra vertices. Now I don't know why the extra vertices show up originally in GZDBBF. 0 Share this post Link to post
boris Posted October 10, 2017 19 hours ago, Kappes Buur said: Conversion to UDMF works. But, as in the previous versions, the vertex count increases significantly Hide contents To get rid of those, one has to run the converted map through the Map Analysis (F4) tool in GZDB or GZDBBF. Those are probably vertices created by the node builder for the SEGS lump. For Doom and Hexen format the DB2 family silently drops them - but not so for UDMF. 0 Share this post Link to post
z34chris Posted October 10, 2017 Good information. I have only been using slade 3, so if any errors show up in another editor, feel free to discuss here. 0 Share this post Link to post
Mordeth Posted October 10, 2017 21 hours ago, z34chris said: Do you have any eternity wads that you recommend? Your go-to wad here would be the Vaporware demo level. 0 Share this post Link to post
z34chris Posted October 10, 2017 19 minutes ago, Mordeth said: Your go-to wad here would be the Vaporware demo level. it converts, but since the extradata isn't in wad2udmf yet, the console comes up saying polyobject 9 doesn't exist 0 Share this post Link to post
z34chris Posted October 10, 2017 I am running the 'heimdal' release from the drd webpage, does this have udmf support? 0 Share this post Link to post
Mordeth Posted October 11, 2017 8 hours ago, z34chris said: the 'heimdal' release from the drd webpage, does this have udmf support? I usually run a recent drd team development build. The recent Heimdal 2 release (3.42.03a) already had UDMF support, but the development builds had some kinks worked out and more features added. 0 Share this post Link to post
z34chris Posted October 11, 2017 (edited) I will double check what version I am running. If it was a udmf version, then does the udmf work the same way as zdoom? I shouldn't encounter any problems? I got the latest version from October 11 (today at the time of writing), and tried to load a udmf map and udmforig.wad with no dice. I have even changed the udmf namespace to "Eternity" still with no dice. Am I missing something? I downloaded portals_udmf.wad and that works in eternity. I had to add the 'behavior' and 'znodes' lump entries to get a converted wad to work. Now I receive an error that udmf does not support vanilla bsp. Is Eternity very strict when it handles udmf? *Update* Solved so far with nodes builder and addition of 'behavior' and 'znodes' lump entries. vaprdemo otherwise converts and runs but without various eternity specific additions which I will have to work on. Edited October 12, 2017 by z34chris : progress update 0 Share this post Link to post
z34chris Posted October 16, 2017 in an eternity map, how will I know if the map format is hexen or doom format? 0 Share this post Link to post
Mordeth Posted October 16, 2017 There are zero EE Hexen maps, since its support is not finished. You may want to talk directly to the EE devs if you have questions about the udmf specs. 1 Share this post Link to post