#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.
#12186 posted by JneeraZ on 2015/04/02 20:58:59
Kinn - will do!
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.
Ericw
#12196 posted by Kinn on 2015/04/02 23:34:11
omg - keep working on it, you'll get there!
RE: Gear
#12197 posted by necros on 2015/04/03 04:00:25
I probably didn't do that right. I think the real way would be to convexorize the stuff myself and then rotatecopy it. That way I could use your default setting to generate several brushes instead of 1 brush per face.
auto convexorizoring would be awesome though, but likely really mathy and complex.
#12198 posted by JneeraZ on 2015/04/03 12:13:08
Yeah, I had that thought while looking at the gear ... doing it yourself would definitely be WAY more efficient in terms of brush use.
But, the other methods will work now so it was worthwhile as a test case.
OBJ2MAP 1.0
#12199 posted by JneeraZ on 2015/04/03 15:36:38
I'm going to do a proper news item tonight or over the weekend but for now, I think we're at 1.0 and ready to release.
+ logging should be more reliable now
+ added more info to log
+ user can specify a texture name for visible and hidden faces
https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/OBJ2MAP_Release.zip
https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/ReleaseShot.png
Run it as administrator! Apparently that's necessary for some people.
Still Runs With Wine
#12200 posted by primal on 2015/04/03 16:02:11
I just tested the latest version with Wine, and it worked fine. Since it's going to be a 1.0 release, I thought it was a good time to confirm this.
There are a couple of minor typographical errors in the log file. It says:
"Copy To Clpboard : True" - should be Clipboard
"Beginnning MAP construction" - should be Beginning
Glad you shared the program with us all.
#12201 posted by JneeraZ on 2015/04/03 16:07:03
My attention to detail is stunning.
Thanks, will fix!
Convexorizing Yourself
#12202 posted by necros on 2015/04/04 01:40:44
#12203 posted by JneeraZ on 2015/04/04 02:39:36
Nice.
Bumped
#12204 posted by madfox on 2015/04/04 03:12:06
I can't wait trying it out, but I'm stuck on the message:
it's not a valid win32 application.
#12205 posted by necros on 2015/04/04 04:34:45
That's odd. It's definitely a 32bit application. What OS are you using?
#12206 posted by Spike on 2015/04/04 08:35:51
'not a valid win32 application' is typically a dependancy issue. make sure you have .net 4.5 installed (I think that's its only dependancy).
#12207 posted by JneeraZ on 2015/04/04 11:15:27
Yeah, should just be .NET. Although that's a terrible error message if that's what it is...
Also, run it as an administrator. Don't know if that's relevant.
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