Game Development Community

Worldcraft map file format?

by Rodney (OldRod) Burns · in Torque Game Engine · 11/30/2001 (7:58 am) · 5 replies

I'm wondering how the Worldcraft 3.3 map file format varies from the original Quake .map files?

I used to use BSP to edit Quake/Quake2 maps, in fact I ran a website with tutorials for that editor for 3 years, so I'm highly familiar with using it to make maps. I never much cared for Worldcraft :)

What would I have to do to convert a map from BSP (which can store in Quake/Quake2/Hexen2 format) to the format written by WC 3.3?

Or, would it be easier to modify map2dif to read the other format instead?

#1
11/30/2001 (9:08 am)
check www.botepidemic.com/gladiator/download.shtml

the program winbspc comverts BSP files to Worldcraft map format with some unavoidable errors.
#2
11/30/2001 (9:11 am)
No, no... BSP was a quake editor. It saves it's files in .map format (not .bsp format), just like Worldcraft.

The problem is, Worldcraft's .map format is for Half-life, or some other game, BSP's .map format is for Quake. I was wondering what the differences were.
#3
11/30/2001 (2:09 pm)
In the Q1 map format, the worldspawn looks like this:

{
"classname" "worldspawn"
{
brushes ....
}
}

In WC's 220 map format:

{
"classname" "worldspawn"
"detail_number" "0"
"min_pixels" "250"
"geometry_scale" "32"
"light_geometry_scale" "32"
"ambient_color" "0 0 0"
"emergency_ambient_color" "0 0 0"
"mapversion" "220"

{
brushes ...
}
}
-----------------------------------------------------
The brush definitions are different also:

In Q1, a single line in a brush def might look like:

( -40 -64 -108 ) ( 88 -64 -108 ) ( 88 64 -108 ) bricka2_2 52 24 45 1.4 -0.7

While the WC 220 map format has square brackets around the texture/scale definitions:

( -180 0 0 ) ( -152 0 0 ) ( -152 30 0 ) stone10 [ 1.00000 0.00000 0.00000 214.00000 ] [ 0.00000 -1.00000 0.00000 -4.00000 ] 0 1.00000 -1.00000

There also substantial differences in the entities that might follow in the entities section. Also, there is no player_start.
---------------------------------------------------

The best idea (IMHO) would be to move to Quark; then you build for Q1, Q2, Q3, Torque, and many other map styles :)
#4
11/30/2001 (3:13 pm)
Thanks for the information. Of course, you're biased about Quark like I am about BSP (I used to run www.bsphq.com) :)

Still, Quark is a good editor. If I can't get BSP to handle Torque, Quark is going to be my next choice. I just never have liked WC :)
#5
12/01/2001 (7:43 am)
Rodney, its quite possible to write a converter for one definition to output another if your that way inclined. I'm a WC user myself so I dont really care, but almost any .map file is going to be compatible with another, so simply write an input/ouput parser to mangle whatever needs converting, because theyre all based on the Quake CSG its not really much of a change.

Phil.