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Interesting 
does the "standard" option simply take all the polygon planes in the obj model and define a brush with them? So that option would only work if the obj model is convex? 
 
Right, it treats each mesh in the OBJ file as if it's a set of planes and converts it into Quake MAP format.

It doesn't do any kind of automatic decomposition. The meshes need to be convex already or you'll get weird results.

I WANT to do some sort of automatic convex brush breakdown but ... it's a seriously tricky topic. 
 
maybe at that point it really is time to move on to bsp3. :S

I'd rather people bite the bullet and just embrace q3bsp, rather than add more cruft to the q1 bsp format. 
 
I'd rather people embraced UE4, rather than add more cruft to Quake. 
 
Right, it treats each mesh in the OBJ file as if it's a set of planes and converts it into Quake MAP format.

It doesn't do any kind of automatic decomposition. The meshes need to be convex already or you'll get weird results.

I WANT to do some sort of automatic convex brush breakdown but ... it's a seriously tricky topic.


Yeah, that would be the holy grail, but it's a massively tricky problem :/ 
 
I'd rather people embraced UE4, rather than add more cruft to Quake.

Don't throw the baby out with the bathwater. 
 
I don't know what I'm waiting for as this seems to work, so ... If you're feeling brave:

https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/OBJ2MAP_PreviewA.zip

I don't have any docs written yet but it's pretty straightforward.

If you're using Trenchbroom, you can just paste the results directly into your map. If you're using Jackhammer, you'll need to load the resulting MAP file and copy/paste the brushes over.

This is also a test to see if this needs anything other than the EXE to run ... I think it should "just work". It needs .net but everyone has that these days anyway.

Windows only, suckas! 
 
I'd rather people bite the bullet and just embrace q3bsp, rather than add more cruft to the q1 bsp format.

i meant q3bsp. :(

is there any chance of seeing it implemented in quakespasm? ^_^; 
 
first we need to add light styles to it 
 
wat. 
 
first we need to add light styles to it

http://i.giphy.com/wJ0EQe2y5dRgA.gif 
 
ikr. how is this even possible. 
 
NICE. I have to try this, feeling brave! 
 
WarrenM, I couldn't get it to output a .MAP file. Pop-up window tells me "Input string was not in a correct format".

3dsmax-2014 x64, exported OBJ using default options. Exported 3 OBJ's; a box, a pillar, a humanoid creature. None of them could be used to output a MAP.

Any particular OBJ export options to use, or what am I am doing wrong/missing? 
 
Can you send me the OBJ files?

warren.marshall@epicgames.com ? I'll debug... The box will be enough if that causes the error. 
 
After messing with qbsp a bit I'm kind of fed up with my approach, I think Warren's tool is the right idea. My patch was fragile/ugly and could fail in strange ways (e.g., sometimes the models block gunshots and sometimes not, because of qbsp black magic :-/

For mesh decomposition: would this do the trick? https://code.google.com/p/v-hacd/
Tempted to play with that.. 
Q3bsp 
I wouldn't be totally opposed to supporting it in quakespasm, if there is a substantial q1 map release using it, not sure what the rest of the team would think.
To be honest though, I think it would be a lot of work for little benefit, given that we have bsp2 now, which has essentially no built-in limits. 
 
but what about the issue of unique planes? afaik, that is still a limitation of q1bsp regardless of bsp or bsp2. 
Yeah 
I always figured that the only motivation to adopt q3bsp in other engines would be if there was a worthwhile amount of q3bsp Q1 mappage already existing (for use in DarkPlaces, or that one other engine that currently supports it, I guess).

Has anyone even made a q3bsp Quake 1 map? 
 
bsp2 should be fine with >64k unique planes.
From what I can see, the only reason vanilla q1bsp had a 64k plane limit is the planenum field of dface_t is 16-bit, but that's been increased to 32-bit in bsp2 
 
Wow, 3DS Max spits out a special OBJ file format ... yeah!

So new version ... should handle more OBJ goofiness now:

https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/OBJ2MAP_PreviewA.zip

Much thanks to WizardExt for the OBJ file samples! 
 
v-hacd ... I think we JUST integrated that into Unreal Engine 4 for collision mesh generation.

I think that might work but it would have to have an option for exacting output because I don't think anyone will accept approximations. They'll want the exact mesh they modeled.

But I'll look at it, it can't hurt! 
 
Oh, and if more people could give the OBJ2MAP thing a go, I'd appreciate it. I want to make it real release but I'm afraid that there's something I'm missing. And the immediate problems WizardExt ran into tell me I'm probably right... 
 
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