#12152 posted by
necros on 2015/04/01 17:38:26
ikr. how is this even possible.
#12153 posted by
WizardExt on 2015/04/01 18:23:46
NICE. I have to try this, feeling brave!
#12154 posted by
WizardExt on 2015/04/01 21:48:26
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?
#12155 posted by
JneeraZ on 2015/04/01 22:15:28
Can you send me the OBJ files?
warren.marshall@epicgames.com ? I'll debug... The box will be enough if that causes the error.
#12156 posted by
ericw on 2015/04/01 23:31:20
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
#12157 posted by
ericw on 2015/04/02 00:01:51
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.
#12158 posted by
necros on 2015/04/02 00:34:30
but what about the issue of unique planes? afaik, that is still a limitation of q1bsp regardless of bsp or bsp2.
Yeah
#12159 posted by
Kinn on 2015/04/02 00:44:14
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?
#12160 posted by
ericw on 2015/04/02 00:53:34
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
#12161 posted by
JneeraZ on 2015/04/02 01:27:42
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!
#12162 posted by
JneeraZ on 2015/04/02 01:29:54
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!
#12163 posted by
JneeraZ on 2015/04/02 01:30:50
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...
#12166 posted by
necros on 2015/04/02 02:33:41
tool sometimes outputs scientific notation for small numbers. just round to 0? anyway, TB can't parse that. :(
{
( -63.6619 8 -2.5683 ) ( -63.6619 -8 2.5682 ) ( -63.6619 -8 -2.5683 ) EMPTY 0 0 0 1 1
( -55.6619 0 -4.99999999998835E-05 ) ( -63.6619 8 -2.5683 ) ( -63.6619 -8 -2.5683 ) EMPTY 0 0 0 1 1
( -55.6619 0 -4.99999999998835E-05 ) ( -63.6619 -8 -2.5683 ) ( -63.6619 -8 2.5682 ) EMPTY 0 0 0 1 1
( -55.6619 0 -4.99999999998835E-05 ) ( -63.6619 -8 2.5682 ) ( -63.6619 8 2.5682 ) EMPTY 0 0 0 1 1
( -55.6619 0 -4.99999999998835E-05 ) ( -63.6619 8 2.5682 ) ( -63.6619 8 -2.5683 ) EMPTY 0 0 0 1 1
}
#12167 posted by
JneeraZ on 2015/04/02 02:37:08
Odd, there's code in there to handle that ... but I guess it's not handling it in all cases.
Can you send me the OBJ file that does that? warren.marshall@epicgames.com? Or just give me a download link or whatever?
Which Programs Use This?
Not really looking to be a pirate
OBJ2MAP
#12169 posted by
primal on 2015/04/02 08:10:02
OBJ2MAP worked for me under Wine in Linux and successfully converted a small obj file containing a single octahedron. If there is a larger obj file you'd like me to run it on for more testing, gimme a copy and I'll give it a go.
The window layout is a bit wonky, but it's all right to use.
http://i.imgur.com/jCrqM4J.png
Necros
I can't believe TinyPic isn't dead, either.
Coder Challenge
#12171 posted by
negke on 2015/04/02 09:11:48
Make the tool automatically scale and align the brush textures based on the skin.
#12172 posted by
JneeraZ on 2015/04/02 11:20:19
primal - Thanks for looking! Nice to know it runs under Wine. That layout is basically correct...
Fifth -
https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/OBJ2MAP_PreviewA.zip
I have some test meshes from various people that are behaving stupidly. This is the joy of trying to release something publicly. :)
Finally We Can Get Realistically Modelled *things*
#12174 posted by
Spirit on 2015/04/02 12:00:54