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Necros 
hm, shit :( 
<-- Consolation Beer 
if you want to keep trying things, we can carry this over to email (the one i have listed here) to avoid saturating the board. 
Blender Quake 
http://img230.imageshack.us/f/quake1blender249.png/

*add mesh plane (spacebar)
*subdivide multi 3 (W menu)
*scale 0.8 (S+0.8)
*tringulate (ctrl+T)
*flip some triangle edges (ctrl+F menu)
*move some vertices (on 0.1 blenderunit grid)
*split everything (select face press Y)
*extrude (E region) + right click
*move created faces along the z axis (G+Z)
*Select connected vertices (L)
*seperate created brushes (P)
*select everything
*export to quake3.map scale =80 (0.1 blender -> 8 quake units)
*open with gedit (or your prefered text editor)
*replace "0 0 0 1 1 0 0 0" with "0 0 0 1 1"
finished

alltogether 5 minutes, perfect terrain on gird :)
I tried to record it with gtk-recordmydesktop but unfortunately it failed to record the opengl windows XD 
 
The exporter can do
1)brush-> brush
2=or face -> brush

in this case we have only case 1 the exporter does not create additional geometry 
Here It Is 
 
hmm there must be a better way to split all faces and to seperate all conected vertices 
 
i'm still waiting for an editor to support direct triangle manipulation (and then extruding in a chosen direction afterwards).
till then, i just copy and paste triangular prisms to form the rough shape of whatever terrain i'm building and then just pull vertices around in the 3d view. 
 
What do you mean by "direct triangle manipulation"?
Editing the actual faces in/for BSP?

I am super pro q3bsp by the way... 
 
no, i just mean some kind of editing mode that allows you to create and edit a mesh like a proper 3d editing kit does and then extrude the triangles 'backwards' to create prisms that are convex.

i suppose you could do this externally from the editor... make your terrain mesh in your favourite 3d software, export the mesh as some plaintext format, then parse it and choose an axis and direction to extrude in and then write a .map file out of it, but that's way beyond my knowledge. :P 
Append 
plus doing it in the editor gets around any grid issues because you'd be creating your mesh on the grid in the first place. 
Necros 
You can configure your grid in your 3D app to match the quake grid. Should be doable for anyone a bit familiar with scripting for Maya or Max really, and the quake map format of course. 
 
Isn't that pretty much rudl did it? Manipulating a mesh and extruding the faces into polygons afterwards. 
 
Yes thats what I did.
but not polygons, polyhedrons :)

I guess it's posible to automate some of the steps, but I'm not a blender scripter. 
 
Yeah, definitely. You can easily strip out the " 0 0 0" from the exporter skript. Also set a different texture. I think I broke some more advanced stuff in my copy of it.

Triangulating the faces and splitting them all (for that there is a key iirc) should be trivial for smart Blender scripters. 
Update 
* It is possible to set the grid quake like in view properties

* I suggest to make a hexagon on 8x8 grid then split and then copy and paste, splitting process is way shorter then. The Problem: editing the mesh by pulling single vertices wont work because they are not connected.
However it still works very good with the PROPORTINAL editing tool (press O) Of course don't forget to snap everything to the 8x8 grid (shift+s)

*I recommend to scale the extruded vertices along Z by 0 , -> then they form a plane. (looks better)

*everything works with blender 2.5 too but the q3.map script is not included yet so you have to open it with 2.49

http://www.quaketastic.com/upload/files/misc/blenderquake.png 
 
seperating the brushes is still some work 
Hmm 
gtk-recordmydesktop is a little bit crappy.
created videos don't work with gmplayer
and it needs compositing.
you can also enable compositing in metacity in the gconfeditor 
 
ffmpeg -f x11grab -s 1680x1050 -r 25 -i :0.0 -sameq /tmp/out.mpg is teh shit. 
Good Work! 
you're doing there, with Blender!

I have a rough way to handle the editor, but ended when I couldn't export my file to a Quake compatible. 
 
Hmm 
Good skills Spirit.

I like how his experience of professional design and modern involvement with games mirror my own ("this level/mission/random graphical detail could have been done so much better dammit, I used to make this shit [continue rant for up to 7.3 hours depending on level of intoxication]").

Also, did you manage to get the .map files off of him? 
 
I'd like the loop cut tool from Blender in GTKRadiant. 
 
loop cuts are awesome, especially selecting loop cuts, removing them... 
Here Is Another 
http://www.quaketastic.com/upload/files/misc/blender253quake.mkv.zip

@Spirit Thanks for the command worked flawlessly 
Nice One Spirit 
a good read; nice to know past legends are still around. mexx especially - his later maps have inspired me more than any other, pretty much. please do let us know if he ever provides sources :) 
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