Sirius wrote:Yeah, while non-segment based does have its advantages it would take a while:
* Robot path finding works nicely with a segment engine; you need a different system for anything else (usually node-based)
* Things like doors and triggers will probably work differently
* There'll need to be a different system for energy centres and other "cube types"
Oh, and a biggie:
* DLE-XP would need to be virtually entirely rewritten
In BSP maps, path-finding is made based on special path-points,
which you can set in editor(for SP maps) or ingame (for multiplayer maps).
And you would never need DLE-XP again, you would have GTK-radiant,
which is "a bit" more comfortable
So no need to rewrite anything
I do not think, creating a map converter is imposible, it could be tricky, but feasible.
There are my possibilities, how you can build your map, so it is possible to build it this way,
it can be convertible to descent format.
The simplest unit in GTK is a brush, brush is a simple cube / 6 faces object.
Also you can put the texture only on one face, if you want.
So using 6 brushes and you have simple descent like map-unit (box)
I have already build a simple test map this way: