Here It Is
#19128 posted by rudl on 2010/08/22 15:23:21
#19129 posted by rudl on 2010/08/22 15:40:15
hmm there must be a better way to split all faces and to seperate all conected vertices
#19130 posted by necros on 2010/08/22 19:17:52
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.
#19131 posted by Spirit on 2010/08/22 22:53:11
What do you mean by "direct triangle manipulation"?
Editing the actual faces in/for BSP?
I am super pro q3bsp by the way...
#19132 posted by necros on 2010/08/23 04:12:20
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
#19133 posted by necros on 2010/08/23 04:13:50
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
#19134 posted by bal on 2010/08/23 08:00:15
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.
#19135 posted by Spirit on 2010/08/23 12:11:18
Isn't that pretty much rudl did it? Manipulating a mesh and extruding the faces into polygons afterwards.
#19136 posted by rudl on 2010/08/23 12:51:10
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.
#19137 posted by Spirit on 2010/08/23 14:59:48
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
#19138 posted by rudl on 2010/08/23 15:11:59
* 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
#19139 posted by rudl on 2010/08/23 15:13:10
seperating the brushes is still some work
Hmm
#19140 posted by rudl on 2010/08/24 14:59:41
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
#19141 posted by Spirit on 2010/08/24 16:19:33
ffmpeg -f x11grab -s 1680x1050 -r 25 -i :0.0 -sameq /tmp/out.mpg is teh shit.
Good Work!
#19142 posted by madfox on 2010/08/24 23:44:13
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.
#19143 posted by Spirit on 2010/08/25 00:09:27
Hmm
#19144 posted by nonentity on 2010/08/25 01:09:08
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?
#19145 posted by gb on 2010/08/25 03:36:06
I'd like the loop cut tool from Blender in GTKRadiant.
#19146 posted by rudl on 2010/08/25 11:17:21
loop cuts are awesome, especially selecting loop cuts, removing them...
Here Is Another
#19147 posted by rudl on 2010/08/25 11:46:32
Nice One Spirit
#19148 posted by rj on 2010/08/25 19:50:09
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 :)
Mexx.
#19149 posted by Shambler on 2010/08/25 23:41:33
Nice one. Big name.
Hmm
#19150 posted by nonentity on 2010/08/27 17:02:37
Best custom Q3 engine atm? I remember someone mentioning o9? i9? something like that. Suggestions please...
#19151 posted by Spirit on 2010/08/27 17:27:35
ioquake3
The only one I know of.
Challenge Q3
#19152 posted by megaman on 2010/08/27 21:58:27
promode.org, if you can deal with arqon's attitude.
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