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
OBJ2MAP (alpha 3)
#12175 posted by
JneeraZ on 2015/04/02 14:49:59
https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/OBJ2MAP_PreviewA.zip
+ added field to the UI so users can choose the decimal precision they want
+ added code to remove scientific notation in number results
+ added log file for debugging purposes (OBJ2MAP.log in the same folder as the EXE)
This should handle your gear mesh without scientific notation in the map file now, necros.
This also writes out a log file so if you get a problem going foward, please include that file with your bug report
... it may help save a life!
#12176 posted by
JneeraZ on 2015/04/02 14:51:36
Hypothetically Speaking
#12177 posted by
Kinn on 2015/04/02 17:23:17
if there was a special texture applied to the non-drawn planes of these mesh-brushes, that represented "this plane is not supposed to be part of the bsp", could a suitably modified bsp.exe use that info to discard these planes in way that simplifies the compilation process / makes it less error prone / makes these structures more robust and less likely to leak?
#12178 posted by
JneeraZ on 2015/04/02 17:34:53
I could add a field for a user specified texture name to be applied to the extrusion and spike faces that get added pretty easily if that would be useful, sure...
Awesome
#12179 posted by
mfx on 2015/04/02 17:52:14
i've had some scaling problems with that converter, objects scaled way too large.
Now its working, thanks warren!
Go map!
#12180 posted by
JneeraZ on 2015/04/02 18:09:50
Seriously ... time spent on this is not time spent on my jam map. Gotta buckle down ... Sunday!!
OBJtoMAP. Run As Admin To Fix Possible Crash! :)
#12181 posted by
Skiffy on 2015/04/02 19:22:42
For anyone having issues with crashes when pressing the GO button to convert OBJ to MAP files make sure to run the program as an Administrator. :) It crashed for me at first but then I thought I would give it a go in admin mode. Worked perfectly then.
#12182 posted by
JneeraZ on 2015/04/02 19:51:37
Am I the only one who has an admin account on their machine? :)
Out of curiosity, what crash are you getting?
#12183 posted by
Kinn on 2015/04/02 20:17:58
I could add a field for a user specified texture name to be applied to the extrusion and spike faces that get added pretty easily if that would be useful, sure...
Certainly a worthwhile feature. Could default it to "skip".
When I Say Which Programs
What I meant was which 3d modelling software? No piracy ofcourse. :P
Is Gmax still a thing and does it export to obj? I have blender but it's a little bit obtuse (plus getting grid snap to work is impossibru)
#12185 posted by
JneeraZ on 2015/04/02 20:58:31
Oh, most any modeling app will work. OBJ is an ancient old format.
V-hacd
#12187 posted by
ericw on 2015/04/02 22:07:22
Found a thread were someone tried using v-hacd in a SketchUp -> Hammer workflow, and it sounds like it didn't work out because of the v-hacd results only being an approximation.
http://sketchucation.com/forums/viewtopic.php?f=323&t=60709
I found another reference to this library, which seems to do exact decompositions, might be promising:
http://doc.cgal.org/latest/Convex_decomposition_3/index.html
re: texture coords, I did get conversion of UV's from
.obj to .bsp tex coords working when I was playing with qbsp. I could probably contribute code to convert from .obj UVs to .map coordinates if you want (would probably need to offer the user a choice of Valve 220 format, or standard)
#12188 posted by
JneeraZ on 2015/04/02 22:12:38
Wow, really? Texture coord conversion ... that would be interesting! Being able to UV in MODO rather than Quake would be cool.
I'd say UV in 3d modelling would be only go so far because of the way textures tend to skew in the standard .map format. I think it may be better in 220 as it is more accurate.
#12190 posted by
JneeraZ on 2015/04/02 22:18:53
Imagine stone statues and things like that. Would be KILLER.
#12191 posted by
ericw on 2015/04/02 22:37:25
Yeah, from what I could tell, the conversion is lossless for triangles with UV at each vertex, to the format
.bsp uses. (If you have a 4 or more -sided face, I think you can make it stretch weirdly at one corner in a way that can't be stored in the .bsp format, but that shouldn't usually be an issue.) Valve 220 is almost the same as the internal .bsp format, so that should also be lossless. You'll get possible distortion with standard map format, but nothing can be done about that.
This was a .md3 I grabbed from nexuiz, converted to .obj, and ran through my patched qbsp: https://www.dropbox.com/s/o4fbwqc9lq5uk93/obj.jpg?dl=0
Messy code is here: https://github.com/ericwa/tyrutils/blob/obj/qbsp/brush.c#L784
basically you just have to solve a "known 3-vec = (known 3x3 matrix) * (unknown 3-vecor)" equation.
I could give it a shot if you don't mind sharing the source (either just privately or here?)
#12192 posted by
JneeraZ on 2015/04/02 22:40:48
Wait ... those spider things are BSP? I'll be in my bunk.
#12193 posted by
JneeraZ on 2015/04/02 22:41:23
Let me get the first real version out and then we'll talk. I'd LOVE to get some sort of convex decomp thing going along with texture coords ... oh yes.
Errmmm
#12194 posted by
starbuck on 2015/04/02 22:43:14
that's amazing! Right?!
the possibilities for this seem ludicrous
#12195 posted by
ericw on 2015/04/02 22:58:43
Warren, cool, sounds good!
Yeah, the spiders are in the BSP - each one's a func_illusionary, but instead of being made of brushes, qbsp is getting the faces directly from the .obj file. It can also insert them directly into the world instead of into bmodels, but you still don't get collision, and the model may or may not block gunshots depending on the obj file.
I think going via .map is the way to go in the long run, though my approach has the benefit of handling textures and concave models right now... I can post it if anyone wants to mess around.