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?
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?
#2
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.
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
{
"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 :)
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
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 :)
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
Phil.
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.
Douglas Marsh
the program winbspc comverts BSP files to Worldcraft map format with some unavoidable errors.