Methods of converting wireframe geometries into Maya.
http://www.pkeuro.com/images/modding/convert.gif
QUAKE/QUAKEWORLD
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1. Convert BSP into MAP using BSP2MAP tool. Open PAK
2. Open MAP using Right Hemisphere
3. Import OBJ into Maya.
4. Set View|Camera Settings| Perspective off. Press
5. Set scale 1.2 1.2 1.2 , rotation 90 0 0
6. (Assuming you
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
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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
5. Set scale 1 1 1 , rotation 0 0 0 (not checked)
6. (Assuming you
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 you
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
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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
5. Set scale 0.1 0.1 0.1 , rotation 0 0 0
5.5 TEXTURE (see step 2.)
6. (Assuming you
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
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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
5. Set scale 0.1 0.1 0.1 , rotation 0 0 0 (not checked)
5.5 TEXTURE (see step 2.)
6. (Assuming you
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
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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.