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- <?xml version="1.0" encoding="utf-8"?>
- <UdtMapConversionsConfig xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
- <MapRules>
- <!--
- The 90 to 68 converter's sole purpose (apart the fun of coding something) is q3mme playback.
- The converter outputs Quake 3 demos with "cpma" as the game name and respects CPMA's item indexing.
- This means that unlike a baseq3 demo, you will be able to properly see and distinguish green armours from the others in q3mme.
- Note that for map "conversions", only geometry matters.
- The map's own item layout doesn't matter at all because the items will be read from the demo anyway.
- If you need to shift coordinates for a map, you can use the fields
- OffsetX, OffsetY, OffsetZ inside a MapConversionRule.
- Example:
- <MapConversionRule>
- <InputName>quakelivemapname</InputName>
- <OutputName>quakethreemapname</OutputName>
- <OffsetX>42</OffsetX>
- <OffsetY>666</OffsetY>
- <OffsetZ>1337</OffsetZ>
- </MapConversionRule>
- Those are known issues for the 90 to 68 converter:
- - at the end of warm-up, the camera moves to the spawn position over a short time period instead of "teleporting"
- - the LG thunder sound for the first fired cell is suppressed (did this because it was repeating)
- - the hit sounds for LG hits have repeats
- - got portal rendering errors through certain doors on some maps (q3tourney4)
- -->
- <MapConversionRule>
- <InputName>aerowalk</InputName>
- <OutputName>cpm22</OutputName>
- </MapConversionRule>
- <MapConversionRule>
- <InputName>almostlost</InputName>
- <OutputName>pro-q3tourney7</OutputName> <!-- geometry near LG is very different -->
- </MapConversionRule>
- <MapConversionRule>
- <InputName>bloodrun</InputName>
- <OutputName>ztn3tourney1</OutputName>
- </MapConversionRule>
- <MapConversionRule>
- <InputName>campgrounds</InputName>
- <OutputName>pro-q3dm6</OutputName>
- </MapConversionRule>
- <MapConversionRule>
- <InputName>cure</InputName>
- <OutputName>oxodm120</OutputName>
- </MapConversionRule>
- <MapConversionRule>
- <InputName>dismemberment</InputName>
- <OutputName>hub3tourney1</OutputName> <!-- geometry in YA room is very different -->
- </MapConversionRule>
- <!--
- <MapConversionRule>
- <InputName>furiousheights</InputName>
- <OutputName>furiousheights</OutputName>
- </MapConversionRule>
- -->
- <!--
- <MapConversionRule>
- <InputName>fuse</InputName>
- <OutputName>fuse</OutputName>
- </MapConversionRule>
- -->
- <!-- hektik_b3 for the blue hektik remake, but it has different geometry (mainly the stairs!)
- <MapConversionRule>
- <InputName>hektik</InputName>
- <OutputName>hektik_b3</OutputName>
- </MapConversionRule>
- -->
- <MapConversionRule>
- <InputName>lostworld</InputName>
- <OutputName>q3dm13</OutputName>
- </MapConversionRule>
- <MapConversionRule>
- <InputName>mcsarges</InputName>
- <OutputName>ct3tourney3</OutputName>
- </MapConversionRule>
- <MapConversionRule>
- <InputName>retribution</InputName>
- <OutputName>q3dm7</OutputName>
- </MapConversionRule>
- <MapConversionRule>
- <InputName>silence</InputName>
- <OutputName>oxodm76</OutputName>
- </MapConversionRule>
- <!--
- <MapConversionRule>
- <InputName>sinister</InputName>
- <OutputName>sinister</OutputName>
- </MapConversionRule>
- -->
- <MapConversionRule>
- <InputName>toxicity</InputName>
- <OutputName>pukka3tourney2</OutputName>
- </MapConversionRule>
- <MapConversionRule>
- <InputName>useandabuse</InputName>
- <OutputName>cpm3a</OutputName>
- </MapConversionRule>
- <MapConversionRule>
- <InputName>verticalvengeance</InputName>
- <OutputName>q3tourney4</OutputName>
- </MapConversionRule>
- </MapRules>
- </UdtMapConversionsConfig>
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