Map Conversion Utility, Anyone?

Scott Coleman (asre@ni.net)
Wed, 13 Mar 1996 10:11:09 -0800

From: Scott Coleman <asre@ni.net>
To: "'quake-editing@nvg.unit.no'" <quake-editing@nvg.unit.no>
Subject: Map Conversion Utility, Anyone?
Date: Wed, 13 Mar 1996 10:11:09 -0800

In perusing the postings here, I've seen some discussions of homebrew Quake
editors. If it hasn't been already, I'd like to suggest that a map
conversion utility, which would convert existing DOOM maps to work with the
Quake Deathmatch Test engine, might be a good first project rather than a
full blown editor. My reasoning is as follows:

We all know that the Quake data file formats are in a state of flux, so a
full-blown editor would likely represent at least a not insignificant
amount of wasted effort because the end result would not work with the
next release of Quake. True, much of the investment in coding will be
reusable with little or no changes in the "Quake Final" editors. However,
the same is true for the routines developed for the conversion utility.

Among the advantages of making this map converter "detour" on the route to
a editor is that it would require less development time: a script driven
command line interface would suffice for the converter, as opposed to the
full blown 3D rendering and point-and-click interface which the editor
would require. With the thousands of existing DOOM levels as source
material, we'd have plenty to tide us over until the real Quake game and
levels arrive. Quake Ledges, anyone? How about Quake Danzig15? ;-)

At the rate you guys are hacking out the details, it shouldn't take more
than 2-3 weeks for a workable converter to come out - IF someone could be
persuaded to start working on one. Anyone up for it? BTW, once the
converter was finished, the code would of course serve as an excellent
foundation for the eventual editor.

One other wild idea: make the level compilers parallelizable over the
Internet. With a few cooperating net.folks, a group of hosts could be
organized to donate their spare CPU cycles to make the conversion process
move along more quickly. I confess I'm not an expert in the theory behind
the parallelization of algorithms such as BSP tree generation, so I don't
know how practical this is - either from a technical standpoint or from a
"political" standpoint - so feel free to slice it to ribbons. ;-)

Reaction? Comments?