Yes
so in order to export large regions you need to do multiple parses.
Quake64
#218 posted by ijed on 2016/01/13 19:06:56
Cut out areas in each map. I think the DM ones survived, apart from DM3, which I vaguely remember was cut completely.
Quake64
#219 posted by Kinn on 2016/01/13 19:27:36
Yes, the N64 maps were lower poly versions of the stock id maps, but even so that conversion pipeline you posted would be a horrible way to do it considering they were most likely in the same or similar quake .bsp format, so I assume the triangulation of the geometry would be a horrific mess like in a typical quake bsp.
Khreathor
Did few more tests with geometry triangulated before OBJ export:
-------------------------
1
https://i.gyazo.com/b7aaee92102d303b106f224717330994.png
Still doesn't show in editor.
-----
2
Tried to explode mesh to separate objects by planar surfaces and export as single OBJ. (Dragged apart just to demonstrate separation, actual export had it all composed to form original shape from first image.)
https://i.gyazo.com/c68d21c69231501a34a7e4d1af420f90.png
In editor each plane was enormous.
https://i.gyazo.com/64b3cb526d1492c1e9c0e3cbf301c830.png
I suspect brush[es] is too big to fit editor's working area every time I'm seeing nothing on map load, but can't confirm.
-----
3
Divided in 3 objects.
Those 2 broken cubes in the middle is one obect.
https://i.gyazo.com/1a73b829eca2febfd9ace8e7b11bcba3.png
That worked a bit better - holes automatically capped, but middle part is missing.
https://i.gyazo.com/4e2b52fe9bd44f5a929b83d8aa2d2058.png
-----
4
Same as before, but each broken cube is separate object now.
https://i.gyazo.com/295ee6321b434b52dd0dbd8be3cad663.png
Results in this:
https://i.gyazo.com/1ad1233bd0ef52c2fddba2c1922a9f5d.png
Cube parts go to "infinity". At least far beyond the end of editor grid.
--------------------
OBJ files:
https://dl.dropboxusercontent.com/u/58150516/q1/test_obj2.7z
Kinn
I doubt they're in bsp format. Even if they are, the rom dump process probably doesn't retain any semblance of a file format. It's probably the simplest way without actually reverse engineering the rom programming.
you could *try* and hope for some success with watching memory for bsp headers, it's just so unlikely though. In all likelihood the programmers stripped all superfluous data from the game to save space.
#222 posted by JneeraZ on 2016/01/13 20:21:47
True. Console games are generally munged pretty harshly to get into memory. Headers and such are right the fuck out...
#223 posted by JneeraZ on 2016/01/13 20:25:21
DW
Try this one again:
https://embed.gyazo.com/295ee6321b434b52dd0dbd8be3cad663.png
But cap all the geometry in Blender so there aren't any holes. OBJ2MAP doesn't add capping geometry or do anything other than convert triangles to planes. You need to feed it valid Quake geometry.
#224 posted by JneeraZ on 2016/01/13 20:26:04
In other words, the cubes extending to infinity is totally expected ... there aren't any side planes to clip it against.
#225 posted by JneeraZ on 2016/01/13 20:28:24
To see it in action, feed it a cube and look at the results. Then remove one of the cube faces, run it through again, and see what happens.
That should solidify what's going on in your mind. :)
I Dont Think They're BSP
I believe they're their own proprietary format. Oddly when Quake was ported to Saturn, for example, it used the same engine as Saturn Duke and Saturn Exhumed...
#227 posted by ericw on 2016/01/13 20:51:24
Cool article on reverse-engineering saturn quake: http://www.richwhitehouse.com/index.php?postid=68
JneeraZ
What confused me is that in some specific conditions it acts as if it had that functionality.
Specifically this
https://i.gyazo.com/1a73b829eca2febfd9ace8e7b11bcba3.png
producing that
https://i.gyazo.com/4e2b52fe9bd44f5a929b83d8aa2d2058.png
Capping aside, breaking geometry to group of convex shapes by hand, opens gate for human error. Not to mention might be extremely time consuming.
From the top of my head - I can't imagine a good way to break inverted hemisphere to chunks of valid geometry.
#229 posted by JneeraZ on 2016/01/13 20:55:13
It's just the way of it. OBJ2MAP isn't doing anything hardcore magical ... it's just converting one file format into another. So there is some burden on the modeler to make sure the geo is Quake friendly to begin with.
#230 posted by Lunaran on 2016/01/13 20:58:14
until you add it you're going to be fielding these concerns until the end of time :)
see: everyone asking sleepwalkr why their map leaks or whatever "in trenchbroom"
DeeDoubleU
#231 posted by ericw on 2016/01/13 21:03:52
re: "this producing that", the black plane on the piece on the right side extends to seal off the solid.
Capping aside, breaking geometry to group of convex shapes by hand, opens gate for human error. Not to mention might be extremely time consuming.
Yeah, one possible way is build a bsp tree out of the concave geometry, which makes slices that gives you convex pieces. But the downside is it will probably make ugly slices that a human wouldn't choose.
From What I Saw So Far
in convex shapes with gaps, every open edge will be extended until it intersects with something.
In case of cube with one side removed, all faces a parallel, thus continue forever.
But say we remove top face of the cube and then scale up bottom face. This will produce a pyramid by extending faces until intersection point.
For me this is magic! That kinda blows my mind and imagination goes wild.
For example.
Maybe I'm completely wrong here and think that easy things are hard and vice versa, but I'd guess that tool is already creating geometry that wasn't there in OBJ file and if it can detect intersection the same way it can detect the ... uhm, lack of it, to create caps using last known finite vertices.
Alas my knowledge of magic is insufficient to imagine "perfect solution" for solving problem with concave geometry. 8/
#233 posted by JneeraZ on 2016/01/13 21:59:24
"but I'd guess that tool is already creating geometry that wasn't there in OBJ file"
Technically, no. It's creating plane definitions in the resulting MAP file. The infinite geo and such that you're seeing is being created by the map editor you're loading that MAP file into ...
Duh
not all faces are parallel, but their extrusion direction.
JneeraZ
Oh...
Well now you destroyed all the magic, mate.
#236 posted by JneeraZ on 2016/01/13 22:25:28
Sorry. Just trying to interject some reality. :P
#237 posted by Skiffy on 2016/01/14 02:10:03
http://panjoo.tastyspleen.net/rust/tutorials/brushcreate/brushes.htm
felt like reposting this again.
You can make valid cubes by just having 6 triangles. You need those cutting planes or indeed it goes on forever. Once you get the logic its easy to build brushes.
Webpage To Download Is Gone
#238 posted by xaGe on 2018/01/12 12:41:08
There is nothing there at http://www.wantonhubris.com/obj-2-map/
Anywhere else to download the latest compiled version?
#239 posted by Ravey on 2018/01/12 17:58:51
Documentation
#240 posted by Ravey on 2018/01/12 18:01:00
"index Was Out Of Range" Error
Hi, I created a terrain mesh in roblox studio and exported it out in order to test this tool, the unmodified version works just fine however it's very high poly so it creates a fuckton of brushes (about 5.6k) obviously I want less so I put it into blender and ran it through the remesh and decimate modifiers to reduce the poly count but this new low poly version won't convert, it just gives a "index was out of range. Must be non negative and less than the size of the collection" error and i don't quite know why, tested with both extrusion and spikes with depth of 1
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