#191 posted by JneeraZ on 2016/01/05 23:52:30
It does as long as you don't consume entire polygons from the structural brushes.
func_detail is still compiled into the BSP but it doesn't generate portals ...without structural polygons, no portals, so VIS gets a peep show into parts of the map it shouldn't.
Use responsibly. :)
Did someone say peep show?
Lol You Fools
#193 posted by anonymous user on 2016/01/06 01:05:10
func_detail gets "stitched" onto surrounding existing portals which take part in PVS, it just doesn't get computed in the first place. Maybe this explains "holes" and such things..
Map To OBJ?
I was wondering if it is possible to revert process?
For example, user would be able to throw together rough prefab, convert to OBJ, import to modeling software and use it as a reference for exact size precision.
Maybe modern map editors already able to do this, but as GtkRadiant user I don't have this option.
#195 posted by necros on 2016/01/13 03:06:26
Doom3 editor does that.
Use q1 to q2 mapconverter, should let you load in Doom3 editor, then export brushes as obj. Or maybe it's jusy ase..?
Hammer Does It Too
#196 posted by Lunaran on 2016/01/13 06:23:34
well, what it does is export to a half-broken file in the obsolete DXF format, which Maya can in fact import, with difficulty and a lot of cleanup. Because Source.
Sketchup might load it too, but this is already a longer shittier tool chain than loading in doom3.
Netradiant Does It
#197 posted by Kinn on 2016/01/13 09:17:20
Also you can set it to not output faces that have a certain texture on them so you can texture everything with skip or whatever apart from the visible faces and the output mesh is a lot cleaner
Well, that's what I would prefer to dodge - having a chain of tools [or overkill ones] for something that seems to be a trivial task.
Kinn
#199 posted by necros on 2016/01/13 12:57:28
Dayum... latest netradiant? That's awesome.
Necros
#200 posted by Kinn on 2016/01/13 13:07:17
yeah
Plugins -> brushexport2
It's great
#201 posted by - on 2016/01/13 14:10:47
gtkr1.5 has that tool as well, so it's been around for awhile.
Thank You.
Just tested it. Aside from inverted normals, gtkr1.5 brushexport2 works fine.
Still an extra link in tool chain, but at least it is something I have some experience with.
DeeDoubleU
#203 posted by khreathor on 2016/01/13 15:42:22
If you want export all brushes as mesh with UV then yes, it should be fairly easy to do.
I'll update OBJ-2-MAP in a few days. ATM I'm adding classic format and valve220 + UV to one OBJ-2-MAP version, so you'll be able to choose.
JneeraZ
I believe I found a bug in the tool. Trying to send you an email, but server is rejecting it.
...
The error that the other server returned was:
550-5.1.1 The email account that you tried to reach does not exist. Please try
...
#205 posted by JneeraZ on 2016/01/13 16:28:35
Probably best to post the bug here, actually. Multiple people are touching the source code these days so it's more productive to make it public.
Since description page doesn't say that mesh should be 100% convex, thus I assume it is a bug.
Here are few meshes I experimented with:
https://dl.dropboxusercontent.com/u/58150516/q1/test_obj.7z
test_0
Worst case. Doesn't show at all in editor.
For some reason I can't create new brushes after opening generated map.
test_1, test_2
Only part of original mesh exist in resulting map.
test_3
Fully convex. Works flawlessly.
Default conversion settings used.
GtkRadiant 1.6
Any additional info I can provide?
DeeDoubleU
#207 posted by khreathor on 2016/01/13 17:30:04
You are right, unfortunately n-gons and weird faces will not work in OBJ-2-MAP. I have a plan to add triangulation for non supported faces. What do you think about this?
ps.
thx for examples, it will help a lot
#208 posted by JneeraZ on 2016/01/13 17:46:03
n-gons should work as long the face is convex.
#209 posted by JneeraZ on 2016/01/13 17:46:25
Well, maybe not with all modes ... hmm ...
So How Do We Feel About N64 Quake Maps?
Browsing around the internets I came across a thing, which led me along a train of thought that ended up here:
there is a workflow that I realise would allow to rip / export these maps. it is as follows:
1964 N64 emulator.
add lemmy's gfx plugin.
load quake64
export geometry to VRML
convert VRML to obj in (insert modelling app)
convert obj to map
heck, this would even work with other n64 geometry.
#211 posted by JneeraZ on 2016/01/13 18:05:11
I imagine it's fairly low poly and blocky.
N64 Quake maps are just very simplified Quake maps. I'd say not really worthy of the effort to get it ported to PC. This is contrary to Quake 2 and Doom which were both different experiences from their PC counterparts, Doom 64 has already been ported to PC with Doom64EX and I think Quake 2 deserves similar treatment.
any other games you guys deem worthy?
#214 posted by Lunaran on 2016/01/13 18:42:42
Meaning n64 quake's maps were simplified versions of the actual stock maps we've seen already?
Lun
that's right. Quake 64 were simplified versions of the id maps. Doom 64 and Quake 2 were completely new.
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