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DOOM to DOOM 3 Map Converter (1.4)
Filename: dtod3_v14.zip

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DOOM to DOOM 3 Map Converter (1.4) - File Description  

This tool converts DooM wad files into Doom³ map files. It contains a more compatible material file as well as some adjustments to the gameplay. The texture conversion is done a whole way easier now.

Please extract in Doom 3 folder!


- Passable walls included
- Textures that include a '+' or a '-' have been renamed, so no warnings anymore
- Grates and fences converted with correct height (i.e. Doom2 map01, Doom e1m1)
- def files updated (tougher monsters, maybe too tough)
- There are now two def files included: one for LMS usage the other for Doom 3 alone

DOOM to DOOM 3 Map Converter (1.4) - File Download Options  

Primary Download Locations:
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DOOM to DOOM 3 Map Converter (1.4) - Readme  
Readme File:
DtoD3 v1.4

Hi Y'all,

based on the QuakeDM code from Michael Stokes, I wrote a program
called DtoD3 which will convert DooM wad files into Doom³ map format.
It only takes seconds to do so.

Nearly all linedefs are converted, as well as sector specials.

Some linedefs are currently not supported:

- scroll (and probably never will, because it is Doom³ related)

Actually there are few problems I am aware of:

- brushes cannot have more than one function


Command line options are available running DtoD3.
Object substitution is declared in the D2D3_obj.txt file.

A few things you have to do while converting:

Please be sure that the global point (0 0 0) is within the bounds. Otherwise you have
to use the -noflood function using bsp.

A new command line variable has been added: -scale x which scales the map by the factor
you enter. Default is 1.0, I suggest a value of 1.5 .
Here is the way you have to go...
IMPORTANT: If you have already created a texture file with a previous release
of DtoD3, please recreate the textures because there had to be some renamings due to
the acceptance of Doom 3. Textures that include a '-' (TNT and Plutonia) cannot be handled
in Doom 3. They are renamed to '_' automatically.

-extract DtoD3 to Doom 3 folder

-copy your IWAD in that folder (doom.wad, doom2.wad etc)

-run xtract on your IWAD file (either doom.wad, doom2.wad, tnt.wad or plutonia.wad; depends on the map you want to convert)
This will create the file DOOM1.TEX, DOOM2.TEX, TNT.TEX, PLUTONIA.TEX which contains the textures from the IWAD.
That TEX file is needed for DtoD3 to determine the correct textures sizes.
In addition it will create the corresponding .pk4 file for use with Doom 3.

xtract IWAD
i.e: xtract doom2

-the files will be copied automatically in the base folder (there are two def .pk4's: one for LMS the other for Doom³ alone. please delete the one not used)

-copy your PWAD in your DtoD3 folder where you want to extract maps from

-run glbspX on your wad file where you want to convert maps

-run DtoD3 on your wad file:
dtod3 WADNAME MAPNAME -bound -scale X -IWADtype (default is doom2)

i.e. dtod3 doom2.wad map01 -bound -scale 1.5 -doom2

-open the created map file with DoomEdit

-save your map file in the /base/maps folder

-reopen your map file from the /base/maps folder (this is needed, because DoomEdit will add things like names etc.)

-run bsp

-start Doom³ and start your map via the console

If you are not satisfied with the sizes of the textures, run Q3Radiant v202. This program
will convert the standard map format into bp (brush primitives) with the scaling information
of the textures still intact.
Therefor copy the created texture files with a .pk3 extension, because Q3Radiant can only search for textures in .pk3 files.

Otherwise use GtkRadiant v1.5, mark the whole map, run the surface inspector (press s) and enter the the reciprocal value of
the scale value you entered running DtoD3 in the fields 'vertical stretch' and 'horizontal stretch'.
Save your map and rerun bsp via DoomEdit.

For the textures I recommend hires textures from the JDTP (JDOOM texture pack).

These textures must be converted into uncompressed .tga files and renamed.
Please use the program texpakcvt which is included or download at:


A tutorial is included.
NOTE: I modified the cvt.bat file to match texture names, so ONLY run the modified cvt.bat!

The material file is delivered with DtoD3.
I also included some def files, which are needed to get the real feeling of the old DooM.
Therefor please download the Double Barrel Shotgun as an option at:


Please report bugs, experiences, solutions... there is a thread

ADDED to v1.4:
- passible walls included
- textures that include a '+' or a '-' have been renamed, so no warnings anymore
- grates and fences converted with correct height (i.e. Doom2 map01, Doom e1m1)
- def files updated (tougher monsters, maybe too tough)
- there are now two def files included: one for LMS usage the other for Doom 3 alone

ADDED to v1.3:
- texture conversion is done a whole way easier
- material file recreated and completed for all doom titles
- def files updated

ADDED to v1.2:
- geometry is converted correctly when there is a linedef aligned with a middle AND upper or lower texture
- triggers for teleporters reworked

ADDED to v1.1:
- light effects on sectors (test only)
- triggers have been reworked
- correct names on multiple tagged func_doors.
- object substitution expanded
- correct speed on lifts etc
- triggers on teleporters can only be triggered when facing them (so you can leave a teleporter)
- scale factor on the command line
- stairs do work, but ALL sectors that create a staircase MUST have the correct and same linedef tag.
in most cases only the first sector of a stair is tagged to the line. the following have the tag '0' or '99' or '999'.
those stairs DO NOT work. so please modify your wad before you convert it.


1.3 light effects on sectors (still beta)

2.2 add correct size of textures, better said their offsets

2.3 maybe let DtoD3 write bp (brush prmitives) directly, so there is no need for Q3Radiant v202

Greetings and special thanks to Michael Stokes for Doomtex and QuakeDM, the source of DtoD3.
Thanks for WAD2TGA Version 1.0 by Incubus (mmilley AT yossman DOT net).
Thanks for Zip 2.31. A free zip utility available at www.info-zip.org .

DOOM to DOOM 3 Map Converter (1.4) - User Comments  
The following comments are owned by the user that posted them. Doom 3 Files is not responsible for their content.

Total comments: 9 | Last comment: 02-27-2013 at 16:35

 #1 - 06-06-2005 at 12:43
From: (minnesota)
Joined: January 20th, 2005
Posts: 154
how do you use this thing?! This seems really cool but I can't get it to work. how about making a win32 version? hmmm?

 #2 - 06-06-2005 at 13:29
From: (North Babylon, NY)
Joined: September 12th, 2004
Posts: 39
I second on a Win32 version smile

 #3 - ooooooooooooooooo - 06-06-2005 at 19:41
Joined: March 9th, 2005
Posts: 56
nice! now i can make doom 3 maps! XDRoll Eyes (sarcastic)big grin

 #4 - 06-08-2005 at 23:41
From: (Houston TX)
Joined: February 26th, 2005
Posts: 1517
the freak, does this like, somehow turn old doom maps into a doom 3 map, like special codes for specific textures r something, or am i stupid?

 #5 - 09-03-2006 at 14:42
Joined: July 14th, 2006
Posts: 35
Sounds good, I'd like to see some screenshotsof it's work in action. big grin

 #6 - no go - 11-15-2006 at 20:30
Joined: February 15th, 2005
Posts: 771
i followed instructions to the letter, didnt work, it created NO tex files

 #7 - Same as #6... - 05-18-2011 at 09:39
Joined: January 11th, 2003
Posts: 128
It did not work properly. Furthermore, most of the tools are 16-bit, which means it doesn't work under a 64-bit OS.

 #8 - Great - thanx so much ! ; , * - 08-20-2012 at 21:39
From: (Bellingham, WA)
Joined: March 13th, 2012
Posts: 37
This utility is absolutely a miracle in disguise . . .

I can't believe what i've acheived using this ! ; , *



Thanx forever ! ; ,

F o r e v e r ! ; , *

 #9 - Megadoom : Knee Deep In The Dead : Episode Final ; , * - 02-27-2013 at 16:35
From: (Bellingham, WA)
Joined: March 13th, 2012
Posts: 37
Here is what i'm going to use once again from scratch to outdo my silly doomvania attempt only this time in the name of the only best episode of doom ever really made of its own accord : Knee Deep In The Dead : referencing the original demo as a movie

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