3DS2MAP.EXE ver .75
Syntax : 3ds2map infile.3ds outfile.map [options -w(wadfile) -c]
ex: 3ds2map in out -wmedieval.wad -c

This being a new version, I'm not going to put the old garbage in the text file.
If you want a tutorial on building Quake map files, you can look around the
net or on my page.

This is the newest version of 3ds2map.
It now supports models with names, as well as attributes for those models -
which means -
        *You can now make lifts, trains, doors, etc. pretty easily.
        *Monsters and objects can be placed as models rather than spots.
        *You can add targets, lightstyles, paths, etc.

These have been the things most requested of me so far.

Also - the output file is now compatible with Quest and WorldCraft, so that
you can load it in and wiggle the textures around there.  I still haven't
figured out texture orientation yet, but I'm getting there - so until then,
use those programs - they're cool!

For those of you who have been making maps with spots - spots are still
supported, but the tags are NOT.  Spotlight support will be removed in the
next release.

The 400+ brush bug is fixed - you can have more brushes now.  But I don't know
how many.  Haven't tested.  Somebody tell me.

Omnis still work just fine.

Your light intensities will now convert, so there's no need to go back
and fiddle with them.

You can turn the brush comments off with the -c line option.

You will no longer be prompted for the wad - you'll have to stick it in
as a command-line option with the -w option.

Okay, down to the nitty gritty -

if you want to tag your objects, it's done much the same as it was with spots
before - keywords designate what entity the model becomes

So, a demon model with the name 'demon' would BECOME a demon when converted
across.  Also, you could give the demon a targetname by entering his name
as 'demon-da1' That would give it a targetname of 'a1'.  The 'd' stands for
destination, more or less.

First off, here are the names of the entities.
Objects like doors only have one character in the title so that you can
cram in more options before you run out of space.
You're going to want to print these out - they're different keywords
from the ones used for spots.

Entities:

d - door
b - button
s - secret door
o - trigger_once
w - trigger_secret
m - trigger_multiple
p - platform
r - train
t - teleport
l - change level
h - trigger_hurt
j - monster_jump
c - path_corner

bubb - air bubbles
drip - dripping sound
drone - computer hum sound
buzz - buzz sound
lbuzz - fluorescent buzz
suck - sucking wind
swamp1 - swamp1 sound
swamp2 - swamp2 sound
thund - thunder sound
lightn - event lightning
inter - intermission
nnull - notnull
null - null
coop - cooperative start
dmatch - dmatch start
start - player start
start2 - start2
tdest - teleport destination
armor1
armor2
arminv
suit - envirosuit
invis - invis. ring
super - quad damage (super power)
invul - invulnerability
cells
health
key1
key2
rocks - box 'o rockets
shells
sigil
spike - box 'o spikes
weapon
yflam1 - small yellow flame
yflam2 - large yellow flame
wflam1 - small white flame
fluor - fluorescent light
fluors - sparking fluorescent
globe - globe 'o light
torch
grunt
cthon
demon
dog
enfor - enforcer
fish
hknig - hell knight
knigh - knight
ogre
mogre - ogre marksman
shub - shub niggurath
shalr - shalrath
shamb - shambler
tar - tarbaby
scrag - scragg
box1 - exploding box 1
box2 - exploding box 2
fball - fire ball
noise - noisemaker
telet - teleport train
noclas - noclass
shoot - shooting trap
sshoot - spike shooter
launch - grenade launcher
lgun - lightning gun
nail - nailgun
rocket - rocket launcher
snail - super nailgun
sshot - super shotgun


I think these are all correct.  So just use the abbreviated name on your model

Now come the tags - d-ta1-da2  would make a door with targetname A2 and
target A1.

Tags:

d - targname
a - angle
t - target
k - killtarget
h - height (for lifts)
w - wait
p - delay
j - health
b - sounds
c - count
e - speed
n - new map
f - damage
l - lip
s - spawnflags
y - style

And I think that's it.
With this setup, you may be able to get by without ever having to manually
edit your .map file at all.

Included in this zip is a .3ds file called models.3ds.  Inside are most of
the Quake models, which you can merge into your map file as you like, and rename
so that you can use them as monsters, weapons, etc.  k3ds2map already does this
and I've had numerous requests to have it put in.  There are two wierd models
as well - a stylized 's' and a musical note.  I just use them as symbols
so that I can find them quickly, and change the names as I like.  

Paths are done by simply placing path corners where you want them and
targeting them.

You should now be able to make doors, lifts, monsters, and paths for them to
travel on.

You can get the materials libraries from my home page.

I think that's all I want to say.  Give this a whirl and give me bug reports -
it hasn't been tested much.

Travis
(Lemur)
twb@wsu.edu

Quake-In-A-Can - home of the 3ds2map converter
http://www.wsu.edu:8080/~tbaldree
