Is it possible to transfer maps of Cube (engine 1) to Doom format?

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camper
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Is it possible to transfer maps of Cube (engine 1) to Doom format?

Post by camper »

There is a game 3D graphic engine cube (version 1), on which the popular game "Assaultcube" is made. A large number of maps have been made for these games. Is it possible to transfer this maps to doom format? Convert to obj format, and then upload and edit in the Doom Builder? Are there such maps converters?
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Kinsie
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Re: Is it possible to transfer maps of Cube (engine 1) to Doom format?

Post by Kinsie »

Doom maps aren't built as models or brushes. You'd have to rebuild the level geometry by hand.
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Re: Is it possible to transfer maps of Cube (engine 1) to Doom format?

Post by wildweasel »

Cube's map format is unlike that of many FPS games, as it's technically closer to something like a flight simulator terrain map than to a first person shooter. What you'd probably have to figure out first is how to get the maps exported to a mesh, or something that you can view in a more traditional editor.

Though, to be honest, it's probably easier to do it manually. You'll be unlikely to make a perfect 1 to 1 conversion, but you'd have more opportunity to give it a personal touch, and less chance of something screwing up in the conversion.
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camper
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Re: Is it possible to transfer maps of Cube (engine 1) to Doom format?

Post by camper »

I found a list of commands for modifying Sauerbraten maps: http://sauerbraten.org/docs/editref.html
I thought that I could make an obj map file, so that later I can import it as a terrain in the ultimate doom builder (File-->Import-->Wavefont.obj as Terrain). This, in my opinion, will allow you to make a map frame from lines and sectors, so that later you can build your map as close to the original as possible.
I was able to convert (through the importcube N command) some cube 1 maps to cube 2 format (for example, this one http://packages.cubers.net/packages/map ... t2.cgz.zip). Watch the video https://open.tube/videos/watch/e2c43afc ... 9e4f42bce4. But unfortunately, for reasons I don’t understand, I can’t save these maps (via the savemap or savecurrentmap command) and convert them to obj (via the writeobj N command).
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camper
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Re: Is it possible to transfer maps of Cube (engine 1) to Doom format?

Post by camper »

It turns out that everything is saved, but in another place where I did not think to look. It turns out a map in the form of an obj file. See picture: https://i.postimg.cc/T2ndsm6N/ac-dust2.png and file: https://files.catbox.moe/55bz0g.rar
Direct import into UDB naturally leads to a sad result. But, I think that if you pre-cut all the walls and leave only the floor, then something should work out.
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Re: Is it possible to transfer maps of Cube (engine 1) to Doom format?

Post by camper »

I understood why it would not work to make such a converter.
Cube 1 really resembles the idtech 1 2.5D engine: "The whole map consists of a large 2D array of "cubes", each with a floor and ceiling height, textures (for floor/ceiling/wall) and other properties." (https://assault.cubers.net/docs/cubeengine.html)

Here is what the creator of the cube engines Wouter van Oortmerssen wrote about the possibility of converting cube1 levels to udmf: "There is currently no such converter that I know of.. It should be possible to make one, since they're both "2.5D" volumetric scene descriptions, but merging Cube cells into Doom sectors and dealing with slopes may be tricky."

In addition to the difficulties that Wouter van Oortmerssen wrote about, there is another difficulty. Namely, the frequent use of 3D models for building maps, such as bridges, platforms, ladders (https://assault.cubers.net/docs/mapedit ... ml#ladders) and scenery objects. For example, for a ladder with a platform, carcass (clips) must be specified that form an invisible force. The link has pictures, examples of what it looks like: https://postimg.cc/gallery/wByFYZ8

These objects cannot be converted out of the box and must be placed manually. Also, in the engines of modern doom, there seems to be no concept of "invisible force" and a tool for placing clips. Instead, the geometry of the actors is used.

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