STEP 2. Texturing and Export

You probably want Windows DDS thumbnail support (so you can see a folder of images without having to open them all):

like so http://www.pkeuro.com/images/modding/ddsthumbnails.gif

http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/Tools/TextureViewer.asp

Get the DirectX SDK (Summer 2004).

You will also need Maya 6.0 or above for CAD DDS support. http://www.carbonation.com/maya/

You will need to unpack game packs via Paineditor. File|Extract Game Data.

Your map textures will now be found in \data\textures\levels\.

Reference them in Maya 6.0 via the HyperTexture tool.

You will also need to activate the plugin, place in [maya install]\bin\plugins

Plugins are supplied by PCF in the editor package.

Within Maya go Windows|preferences|plugin manager and activate the plugin by clicking autoload and load

STEP 1. Map Geometry Conversion

Methods of converting wireframe geometries into Maya.

http://www.pkeuro.com/images/modding/convert.gif

QUAKE/QUAKEWORLD
================

1. Convert BSP into MAP using BSP2MAP tool. Open PAKs using Pak Explorer/Quark, or look in ID1\Maps\

2. Open MAP using Right Hemispheres – Deep Exploration (2.0 or higher). Save as .obj

3. Import OBJ into Maya.

4. Set View|Camera Settings| Perspective off. Press 6. Use View|Camera Tools|Zoom Tool.

5. Set scale 1.2 1.2 1.2 , rotation 90 0 0

6. (Assuming youve loaded the plugin by now) File|Export All, and save the MPK file to data\maps\

7. Open Paineditor with a New Level… under templates add at least one Gameplay|playerrespawnpoint.

8. Make sure you Save All as DM_* … it needs to be DM_ for PK to recognise it as an MP map.

QUAKE3
======

1. Open PK3 files using Winzip. Find BSP files.

2. Open AC3D, open the BSP file and save as 3DS file.

3. Import 3DS into Maya.

4. Set View|Camera Settings| Perspective off. Press 6. Use View|Camera Tools|Zoom Tool.

5. Set scale 1 1 1 , rotation 0 0 0 (not checked)

6. (Assuming youve loaded the plugin by now) File|Export All, and save the MPK file to data\maps\

7. Open Paineditor with a New Level… under templates add at least one Gameplay|playerrespawnpoint.

8. Make sure you Save All as DM_* … it needs to be DM_ for PK to recognise it as an MP map.

Alternatively

1. Use GTKRadiant/Q3Radiant to open the BSP files.

2. Export as OBJ… open in Maya.

3. (alternative) Convert to ASE using GTKRadiant. Use the ASE2MPK file converter supplied by PCF.

5.5 TEXTURE (see step 2.)

6. (Assuming youve loaded the plugin by now) File|Export All, and save the MPK file to data\maps\

7. Open Paineditor with a New Level… under templates add at least one Gameplay|playerrespawnpoint.

8. Make sure you Save All as DM_* … it needs to be DM_ for PK to recognise it as an MP map.

UNREAL TOURNAMENT
=================

1. Use GTKRadiant/Q3Radiant to open the MAP files.

2. Export to OBJ

3. Import OBJ into Maya.

4. Set View|Camera Settings| Perspective off. Press 6. Use View|Camera Tools|Zoom Tool.

5. Set scale 0.1 0.1 0.1 , rotation 0 0 0

5.5 TEXTURE (see step 2.)

6. (Assuming youve loaded the plugin by now) File|Export All, and save the MPK file to data\maps\

7. Open Paineditor with a New Level… under templates add at least one Gameplay|playerrespawnpoint.

8. Make sure you Save All as DM_* … it needs to be DM_ for PK to recognise it as an MP map.

DOOM 3
======

1. Use GTKRadiant/Q3Radiant to open the MAP files.

2. Export to OBJ

3. Import OBJ into Maya.

4. Set View|Camera Settings| Perspective off. Press 6. Use View|Camera Tools|Zoom Tool.

5. Set scale 0.1 0.1 0.1 , rotation 0 0 0 (not checked)

5.5 TEXTURE (see step 2.)

6. (Assuming youve loaded the plugin by now) File|Export All, and save the MPK file to data\maps\

7. Open Paineditor with a New Level… under templates add at least one Gameplay|playerrespawnpoint.

8. Make sure you Save All as DM_* … it needs to be DM_ for PK to recognise it as an MP map.

NOTES
=====

If you are a fan of any of the parametric tools such as Pro Engineer or Solid Works, you can load up the geometry via STL files. You can export these from most programs, but you can also use Crossroads (link) as a common interface.