#15049 posted by Spirit on 2015/07/27 16:14:09
Than's bsp importer to Blender rocks: https://developer.blender.org/T35778
You could convert from there or just stay in the wonderful suite. ;) Noesis might do it too, not sure.
If You're Seriously Crazy...
there is a n64 emulator that converts n64 geometry into obj files.
you could try to load up e1m1 there and give it a whirl. keep in mind that the n64 version of quake has reduced polys.
Thx
#15051 posted by DaZ on 2015/07/27 16:38:27
Was asking for a friend, Than's bsp -> blender importer will probably do the trick!
#15052 posted by necros on 2015/07/27 18:44:37
i wouldn't mind having a .map to max (ASE, OBJ, ..?) converter though. This way, I could build some structures in a map editor and import them into my 3ds max terrain as reference to build the terrain around.
I remember the Doom3 Editor had this ability, but it would be cool to have one for q1 .map format...
Necros
#15053 posted by ericw on 2015/07/27 19:04:40
Maybe try Crafty? I just gave this a test and it worked with a trenchbroom map -> crafty .obj export -> blender:
http://nemesis.thewavelength.net/index.php?p=45
Adib_earhquake
#15054 posted by madfox on 2015/07/29 03:23:15
I had extracted an eartquake as there is in the Hypnotic code, but without the other gadgets. Bad 3DInside is down.
Here is a simplified example with code.
See what you can do with it.
#15055 posted by Joel B on 2015/07/29 06:45:47
Hey FYI the inside3d forums have moved here: http://forums.insideqc.com/
Bsp2
#15056 posted by PuLSaR on 2015/07/29 12:49:38
Where can I find detailed information abount bsp2 format? Do I need bsp2 if I don't want to make a map of greater size than original bsp boundaries? I just have a lot of details, therefore a high brush count.
Pulsar
#15057 posted by ionous on 2015/07/29 23:20:27
There's a few factors, the main one being 65k marksurfaces limit. If you're above that, BSP2 it shall have to be. Check your compiler readout.
Worldcraft 2.0 Or Hammer 3.4?
I'm learning Hammer for Goldsrc right now, but some people told me Worldcraft 2.0 is better and more stable. Is that true?
What About Jackhammer?
#15059 posted by Breezeep_ on 2015/07/30 22:45:21
#15060 posted by necros on 2015/07/31 00:56:50
Trying to diagnose a problem...
Using Rebb's jury rigged txqbsp compiler, I get the following warning:
WARNING: Mixed face contents (Sky, Empty) near (4084 1880 2531)
Sky, Empty??? As in, no contents?
Yes
#15061 posted by mfx on 2015/07/31 01:22:44
there is some space between corrupted, due to face sharing/splitting i believe. Cut geo there.
Does Jackhammer have Trenchbroom's vertex mode? Because making complex shapes in Hammer is terrible.
Vertex Mode Is Go!
#15063 posted by generic on 2015/07/31 03:08:51
Pulsar
#15064 posted by mfx on 2015/07/31 03:09:34
Bsp2 doesnt raise the bounds, only the amount what can be stored inside them. On a easy note.
Still Ionous is correct, reaching the facelimit means you need to be switching to bsp2 for success.
Good luck.
Necros
#15065 posted by negke on 2015/07/31 08:49:09
Accidentally slipped in a CLIP face perhaps?
#15066 posted by necros on 2015/07/31 22:43:29
Can't be... I have just 2 func_groups and one is rock and one is sky...
New Tack
#15067 posted by necros on 2015/08/01 05:58:20
Anyone know what steps I need to follow to do a q3bsp for Darkplaces? Is it just a mapper of using a regular q3bsp compiler and feeding the results into DP?
#15068 posted by - on 2015/08/01 06:30:57
I believe it is actually as simple as that. You make a Q3 .bsp, shaders and all, but use Q1 entities (use actual detail brushes instead of the hacked together func_details!). The .map format is slightly different iirc, so you'll need to make sure you're using q3's .map format so the compiler will accept it!
To Be Clear
#15069 posted by - on 2015/08/01 06:31:48
I mean q3's .map is slightly different than q1's .map!
#15070 posted by necros on 2015/08/01 06:37:30
aye, i remember there is directory paths and such in there... i think i can get by with using aguirre's map converter which goes both to and from q2 format (which I think is the same as q3 map format?)
as for shaders............. yeah... no clue about that as i never made a q3 map. i guess i'll track down a q3 compiler, i think q3map2 is the current standard? and go from there.
Why does most Quake-based editors use colored boxes for entities? I can understand for things like lights and whatnot, but I think visual aid is important too like knowing which direction the info_player_start and monsters are facing on the spot.
Func_detail Or Func_wall?
#15072 posted by adib on 2015/08/01 07:42:32
What's the difference between them?
#15073 posted by negke on 2015/08/01 10:35:19
Pika: I wouldn't say "most". It depends on which editor you use; some can be set to show either boxes or 3D models. In Radiant, for instance, it's simply a matter of editing the def file to include paths to the individual mdls.
While it's nice to have the models shown in the editor, it can have disadvantages depending on the implementation. In Quake, it's all about the entities' bounding boxes, and if an editor displays ONLY the model, correct placement becomes awkward. The result is monsters stuck inside walls or items falling out of the level.
adlib: Func_wall is a dynamic map entity which can be used to block off areas on certain skill levels or game modes; it can be removed mid-game, and it doesn't block light and vis. It also starts a texture animation when triggered if the right one is applied.
Func_detail is only for the compiler. It creates detail brushes/architecture that is disregarded when processing the visibility information and is turned into world geometry afterwards. It's a means of speeding up the VIS process, and it needs compiling tools that support it, otherwise you'll get a lot of disappearing stuff in-game.
|