Video game map converter for Reflex Arena to Quake Engine formats with texture definition support. https://scuti.neocities.org/pages/reflex2q3-retrospect

- c02f8da854 (minor) Updated README 1 éve
docs 17e1ce3a1f Added note about WorldSpawn differences 7 éve
include e6511e3306 Attempted to fix partial conversion bug 7 éve
lib 3cb21258b8 Submodules update to Catch v2.2.2 and cxxopts v1.4.4 (v2.x available) 6 éve
src e6511e3306 Attempted to fix partial conversion bug 7 éve
test 579b23fccb CTS can now coexist with other modes as a circuit (which is most official flex ctf maps) 7 éve
.gitignore 3d6896e6ff Reorganized, expanded pickup file to include other entities, now .ent 7 éve
.gitmodules 79d1513ebd Reorganization to more typical project structure 7 éve
LICENSE 096cffb115 Relicense to gpl3 7 éve
Makefile dde573d436 Static compilation for MinGW Windows 10 build 4 éve
README.md c02f8da854 (minor) Updated README 1 éve
r2q3.rem f88a4710f0 Renamed .ent to .rem - Reflex Entity Mapping file to avoid confusion 7 éve
r2xonotic.rem f88a4710f0 Renamed .ent to .rem - Reflex Entity Mapping file to avoid confusion 7 éve

README.md

reflex2q3

Converts Reflex maps (Version 8 and below) into id Tech map files. A pre-compiled Windows executable is available.

Build Requirements

Building:

        git submodule update --init --recursive
        make

Convert map geometry:

        ./reflex2q3 [input].map [output].map

Convert map geometry and entities:

        ./reflex2q3 [input].map [output].map -e [entity file].rem

We've provided Quake 3 and Xonotic entity conversion files (r2q3.rem and r2xonotic.rem). To create entity files for other games built on the id Tech 3 engine or previous id Tech engines, refer to our Reflex entity documentation, our sample .rem files, and relevant documentation for your game.

List all command line arguments:

        ./reflex2q3 --help

Compiler(s)

  • mingw-w64, GCC 5.3.0
  • gcc version 7.1.1 20170528

Tested With

  • netradiant-1.5.0-20120301

Forked from chronokun's ReflexToQ3