A while ago, I created some Doom maps for a little mini-episode project of mine. Although I was already using Doom Builder 2 for mapping and ZDoom for playing, I had no idea that I could easily implement all the new features that ZDoom provides by starting a new map in UDMF. I simply created the maps in Doom 2 format, the format I've used since.. well, since Doom 2. Only after I joined the Realm667 forum a few weeks ago I became aware of the great possibilities of ZDoom and UDMF. It was suggested that I could use Boom format to make the maps compatible with other source ports, but I want to add my own monsters and items which I already created using Decorate. So UDMF was the first choice.
A few of my maps were already finished, so I wanted to convert them to the new format. I looked around the ZDoom and Doomworld forums and bit by bit I found out how to do that. Not without problems though. I had the most trouble with linedef and sector actions, as they seem to be totally different in both formats. You cannot just change the format with Doom Builder 2, all actions will be changed and for larger maps it's gonna be a chore to fix them all.
After digging through a lot of threads and trying several methods, I eventually found out how convert my maps in a quick and easy way, without having to remap linedefs etc.
Long story short, I created a little tool to help me with the conversion process. It's basically a front-end for the programs zwadconv.exe, wad2udmf.exe, and zdbsp.exe. All three files are embedded into my .exe so you don't need them. I don't know if it will help anybody, but now that I wrote it, I might as well share it. Here is the download from my dropbox:
https://dl.dropbox.com/u/4091016/Doom/convUDMF.zip (the file has been scanned with the latest AVG and is free of any evil things)
I don't know if I'm allowed to post this so if the authors of those programs don't approve, I will take it down.
Readme.txt is included so there shouldn't be any problems with usage.
If you don't want to use this program for any reason, here's what I did before I created it. In fact I wrote this guide before I wrote the program, which I wrote after proof-reading my guide. I thought, why not make a batch file? Anyway, here's what you do:
- Afaik, the only map editor that supports UDMF is Doom Builder 2. If you don't have it yet, get it here
- Get zwadconv (scroll down to Editing Utilities) and wad2udmf
- Extract zwadconv.exe and wad2udmf.exe from their archives into the folder where you usually save your map WADs
- [This step is optional and must only be taken if your converted map has scrambled linedef/sector actions after conversion] Load your original map into Doom Builder 2. When it asks for the game configuration, choose "ZDoom (Doom in Doom format)". This should keep all your old linedef/sector actions intact. Save the map (eg. mymap.wad).
- Start cmd.exe (or any other program that has a command prompt, eg. Total Commander), go to the folder that contains mymap.wad and the two conversion programs.
Type the following commands:The first command will convert your map to Hexen format. As far as I have tested it, no data will be lost during the conversion, all your linedef/sector actions should say intact. The second command will convert the map to UDMF format. Because the Hexen format is much more like UDMF than the Doom format, this conversion should work just fine. Well, almost fine, see below. You may now delete temp.wad, it was just a placeholder for the conversion.
Code: Select all
zwadconv mymap.wad temp.wad wad2udmf -i temp.wad -o mymap_udmf.wad
- Load mymap_udmf.wad into DB2. You will notice that there are many bogus vertices scattered all over your linedefs, most of the time aligned to existing vertices. They are not connected to the linedefs and can easily be removed.
To do this, simply draw a new sector anywhere besides your map area. Save the map, and DB2 will build new nodes. Load your map, the bogus vertices are gone.
Delete the sector your created before and save your map. Done! You can now take advantage of all the cool features that UDMF offers
NOTE: Alternatively, if you don't want to use DB2, you can use ZDBSP to build the nodes. It's also available at the ZDoom download page.
BTW, the tool and the steps above also work for Megawads. I've tried old Megawads from 1994 as well as new ones. Also works for IWADs such as TNT.wad. The maps were running fine, even without fixing the bogus vertices. But I have yet to test special tags such as 666 and 667.
another edit: updated the program, it's now called convUDMF to avoid confusion with UDMFconvert. Also now includes zdbsp.exe for convenience. You no longer need to use DB2 to build the nodes after conversion. Thanks to Enjay for this suggestion!
yet another edit: found it the tool(s) convert maps in Boom format as well. Updated file and readme.txt with the info.