Map Converter (Status) - free download - we also have audio, video, telephony, midi, text-to-speech, and other multimedia software making your PC more fun. Free downloads! Real Audio and MP3 support!

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Map Converter (Status) - free download - we also have audio, video, telephony, midi, text-to-speech, and other multimedia software making your PC more fun. Free downloads! Real Audio and MP3 support!

UNREALINATOR - current status
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This document most recently updated on: June 22, 1998
Siena cheap hotelsCurrent released beta version: 0.90.003a
Current debug beta version: 0.90.004

Current file source support (for released beta):
Solid VRML V2.0 ascii/utf8 files (no "primitives" support yet) exported from 3D Studio Max2
Solid VRML V2.0 ascii/utf8 files (no "primitives" support yet) exported from Truespace
Solid VRML V2.0 ascii/utf8 files (no "primitives" support yet) exported from Hash Animation Master 6.0
Solid VRML V2.0 ascii/utf8 files (no "primitives" support yet) exported from Cinema 4D
Current feature support (for released beta):
Raw geometry
World Info
Preliminary xyz "translation" (positionaing) support if exists for any nodes.

Current additional file source support (for debug beta):
Preliminary STANDARD VRML V2.0 ascii/utf8 files (Final VRML2.0 spec - August 4, 1996)
Current feature support (for debug beta):
Preliminary xyz rotation/alignment support if exists for any nodes.

Planned file source support (depends on my time):
Autocad (.DXF)
ERROR MSG 3D Studio (.ASC)
3D Studio Max (.ASE)
Truespace (.COB)
ERROR MSG RAW (.RAW)
Various VRML-only tools (as long as they follow the VRML spec adequately)

Planned feature support:
Lights (colored? - depends)
Basic texture assignment
Animation? (woah - I dunno - would be cool, though)
Script "hinting" (don't ask...)
VRML 2.0 "primitives" support
VRML 1.0 support (maybe "primitives"...)
POVRay (maybe)

NOTE: Binary files won't be supported. Only ASCII-based files.

If someone helps me with some geometry issues, I can try to include Quake I/ II .MAP support (both import and export). I have, however, been able to get "compiled" Quake maps (.BSP) into UnrealED (id's maps, the ones that ship with the game for which no map source is available) by using bsp2wrl, a Quake BSP to VRML (1.0/2.0) converter created by Patrick McCormick & Anthony Accardi. They write to the VRML format a bit awkwardly, however, (or at least not in a way Unrealinator expects) so I end up then converting the VRML file(s) to something workable using a cool program called Crossroads by Keith Rule. This all works great and the translated files actually import into UnrealED just fine except the only problem is that the BSP format destroys discrete CSG "brush" references which causes the original VRML conversion (using bsp2wrl) to contain open, unclosed, grouped polygons which can't seem to be "built" into an Unreal maps properly even though the raw geometry is all there.  If anyone has any ideas on this, please drop me a line. I may just not understand completely how UnrealED works, so this may still be possible without any extra work on my end...

My roommate, Gryphon, originally suggested the idea that a Quake(.MAP)->VRML converter might be the ticket to getting Quake maps into UnrealED.  This would widen the possibilities of allowing people currently using map editors like QuArK or Worldcraft to keep using their favorite editors without any additional effort from the programmers of those products - just some tweaks to Unrealinator to support the .MAP format. But, like I said, my geomatry is weak and Quake's map format is heavily dependent on CSG (Constructive Solid Geometry) concepts. I'd like to hear from people with that kind of knowlege so that I can get Unrealinator to support the .MAP format.

~jihad

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