(C++11) Converts Reflex maps to id Tech .map format for use in map editors.
_ e6511e3306 Attempted to fix partial conversion bug 2 months ago
docs Added note about WorldSpawn differences 7 months ago
include Attempted to fix partial conversion bug 2 months ago
lib Reorganization to more typical project structure 6 months ago
src Attempted to fix partial conversion bug 2 months ago
test CTS can now coexist with other modes as a circuit (which is most official flex ctf maps) 4 months ago
.gitignore Reorganized, expanded pickup file to include other entities, now .ent 6 months ago
.gitmodules Reorganization to more typical project structure 6 months ago
LICENSE Relicense to gpl3 8 months ago
Makefile CTS can now coexist with other modes as a circuit (which is most official flex ctf maps) 4 months ago
README.md Renamed .ent to .rem - Reflex Entity Mapping file to avoid confusion 5 months ago
r2q3.rem Renamed .ent to .rem - Reflex Entity Mapping file to avoid confusion 5 months ago
r2xonotic.rem Renamed .ent to .rem - Reflex Entity Mapping file to avoid confusion 5 months ago

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