Trip To Denmark
#22963 posted by
JPL on 2013/06/06 18:22:50
I'll be in Copenhagen for job reasons by June 18th-19th. If any danish mapper wants to meet there... just let me know ;)
Oh, and for all the perverts that think I am trying to date, just shut up :)
This Spammer Really Sucks
#22968 posted by
mfx on 2013/06/07 20:04:49
Not Sure But....
#22972 posted by
JPL on 2013/06/08 12:36:23
... I hope it is not date + Copenhagen in post #22963 that triggered this spamming burst... though... :P
JPL
#22973 posted by
Hrimfaxi on 2013/06/08 16:28:04
would have loved to meet you! But I don't live in Copenhagen anymore and the dates you gave is spoken for!
But I hope you will like Denmark anyway! 8-)
Yay
#22974 posted by
than on 2013/06/09 15:57:12
shit slow and hacky code in places, but it works:
http://www.quaketastic.com/upload/files/misc/blender_io_mesh_bsp_0.0.2.zip
pic:
http://www.quaketastic.com/upload/files/misc/bsp_importer_wtex.png(1.5mb! sorry)
Quake
.bsp import script that imports hopefully any old .bsp as a textured and uv mapped mesh in Blender.
It's kind of slow. Sorry about that. 1 minute + for very large maps I guess. Still, that's much faster than building by hand :)
Shit
#22975 posted by
than on 2013/06/09 15:57:53
Very Cool
#22976 posted by
Preach on 2013/06/09 20:56:24
That's really awesome stuff Than. I'm sure that everyone would like to edit BSPs like that, and equally sure it would be a nightmare to actually implement. But I can see a feasible next step for someone who was keen: lighting! I actually suspect that it would be marginally easier to create the lighting in the blender editor and export that back to the BSP. I will admit that I don't know how good the lighting support is in blender though...
I Have Been Thinking
#22977 posted by
SleepwalkR on 2013/06/09 21:12:08
about writing an editor that edits the BSP directly. I'm not sure if it's feasible, though, but I imagine it to be pretty cool.
#22978 posted by
- on 2013/06/09 23:19:53
direct BSP editing would be pretty sweet, but I suspect making the hulls would be a nightmare with the sorts of geometry people would make
#22979 posted by
necros on 2013/06/10 00:07:59
hmmm... even if you could just load up a bsp mesh and bake new lighting in, it'd be pretty darn awesome.
Not Really For Editing To Be Honest.
#22980 posted by
than on 2013/06/10 00:52:28
I made the script mainly as a way to convert bsp to a standard 3d format and learn python scripting in blender. I do think it might be a good place to start if you want to take some kind of beauty shot render of your map though, since you can add lighting, texture resolution and detail before doing proper renders using cycles or whatever you like.
Fuck That's Awesome Than
#22982 posted by
starbuck on 2013/06/10 10:28:55
I'd love to see some of the classic maps lit properly, maybe I should download this blender thing
Light Editor
#22983 posted by
mechtech on 2013/06/10 15:26:36
A real time light editor would be great. A stand alone program would be fine. Sliders for the various light options (delay, attenuation, light styles, color ect). Spinner controls for spotlight placement. Export to .map file. TB does a good job of previewing geometry, previewing the lightmap I think is the next evolution to editing.
Hmm...
#22985 posted by
mfx on 2013/06/10 19:06:14
In mac osx, Blender doesn�t show me those option of enabling bsp format.
Unpacked everything in the right folder, i guess.
Mfx:
#22986 posted by
than on 2013/06/11 06:36:06
Sorry if it doesn't work for you. I just downloaded, installed and tested it in Windows (I used Linux at home) and it was fine. Here are the steps:
1. Extract the folder io_mesh_bsp to your blender/<version>/scripts/addons folder (I don't know where this will be on the mac version, but I assume it's the same.
2. Start Blender (or restart if it was already open)
3. File > Import > Quake BSP (.bsp) should now be available from the menu.
4. Select a bsp file and it should load.
Tips I forgot to mention in the txt in the zip:
1. Blender's default texture settings are fucked so most people probably won't see any textures. You need to enable GLSL from the display section of the panel that appears when you press the n key (mouse cursor must be in the 3d view I think)
2. If you enable GLSL, the lighting will be mostly black by default, so select the Lamp object from the outliner and set it to "hemi" so it lights everything quite evenly.
Oh Yeah
#22987 posted by
than on 2013/06/11 06:48:20
you'll need to save the startup file for options like GLSL, lamp to hemisphere type, backface culling etc. to be saved.
If you want a pixelated look for the 3d view (but not renders...) then you need to go into user settings (ctrl+alt+u) > system and disable mipmaps.
I think they are working on a new 3d view for an upcoming release (maybe this year?) so hopefully this kind of shit will get better.