CZG's Curve Tutorial Is 404
#5203 posted by Baker on 2006/07/31 19:43:03
Here's A Temporary Replacement
#5204 posted by bambuz on 2006/08/01 02:29:23
Anybody Know Where I Can Find . . .
#5205 posted by ijed on 2006/08/02 11:05:40
a md3 exporter d/load link for max6?
Question For Tool Coders
#5206 posted by Kinn on 2006/08/09 13:45:01
what's the feasibility of making a tool that takes a quake .bsp as input and outputs the world geometry as a single mesh that can be imported into, say, 3DSMax? After all, the visible hull is just a bunch of triangles, right?
Not concerned with textures or anything, just geometry.
The reason I ask is I'm considering doing a remix of a Q1SP map for Doom3, and I thought having something like that would be kinda handy as a guide.
Sorta
#5207 posted by tron on 2006/08/09 14:52:22
Kinn: according to rome.ro the quake map sources may be very close to release, apparently Romero is just getting confirmation from id that they're ok to release.
Tron
#5208 posted by Kinn on 2006/08/09 14:59:21
whoa - that would kinda help things i guess :}
Um
#5209 posted by DaZ on 2006/08/09 15:17:53
doesn't DUBSP.EXE output a <mapname>.max when it compiles a .MAP file ? I am assuming that is a 3dsmax .MAX format file but I've never tried opening one. So all you need to do is use BSP>MAP converter and then compile with DUBSP.EXE
This is all theoretical of course :)
BSP>MAP
#5210 posted by DaZ on 2006/08/09 15:22:20
Hmm
#5211 posted by BlackDog on 2006/08/09 15:42:14
I've seen a tool that can export q3bsps to VRML, so if you can go to q1bsp->q3bsp somehow you may pull it off without having to write a line of code.
A breif google didn't turn up any easy way to do that, though.
Kinn
#5212 posted by HeadThump on 2006/08/09 17:04:16
Most of those command line editors have some severe limitations to them.
I would recommend using Id's Quake 3 Arena tool BSPC to decompile the bsp into a map file (it works on all Quake formats) and then use a utility like 3d Exploration to convert the map into an obj or 3ds file. There is a non trial period version of 3d exploration floating out there, but I haven't seen it since in several months.
Baring that, you can convert the .map file into an .ase file using q3map2.
Anyone?
#5213 posted by generic on 2006/08/09 17:47:15
Is it possible to compile Q3 or any of its tools with Visual Studio 6.0? If so, could someone please point me to a resource that lists out the steps necessary to accomplish this?
I am such a Visual Basic/non-C++ person (n_n)
Thanks in advance (^_^)
Hey Generic,
#5214 posted by HeadThump on 2006/08/09 18:46:25
You need a simple command line tool called prjconverter (I'm sending a copy to your email address in a second). Drop the VC7 project file into it and it'll pop out VC6 dsp and dsw files. From there it compiles like a breeze.
Kinn:
#5215 posted by metlslime on 2006/08/09 18:49:00
I'd start with the engine code as a base, since it turns the bsp into a giant list of polygons that share edges and vertices. From that point it's just a matter of spitting out what's in memory into a standard 3d mesh format. UVs could be retained, as could references to textures/materials.
Not saying this is a trivial job, but it seems mainly like a question of learning the file format you need to output.
Generic ,
#5216 posted by HeadThump on 2006/08/09 21:42:41
I sent the program as a zipped attachment, but got back a postmaster response that the zip has kooties are something. I checked it with several commercial and free antivirus programs and nothing turns up. I suspect the filtering processes being deployed are growing more bullshit oriented by the day.
So this should be just as useful:
www.codeproject.com/tools/prjconverter.asp
Errr. ..
#5217 posted by HeadThump on 2006/08/09 21:43:44
www.codeproject.com/tools/prjconverter
Cool
#5218 posted by Kinn on 2006/08/10 04:59:19
thanks for the replies guys. I guess it seems there's already ways of getting a .map extracted from a .bsp and then turning the .map into a mesh - although I can imagine this would result in a rather messy mesh, retaining all the brush polys that would normally get culled during the bsp stage.
metlslime's idea sounds promising - use a modified engine to spit out just a nice clean mesh of the visible hull that I could get into .ase format to import into DOOMEdit, which I could then show/hide to act as a visual guide to the layout and scale whilst I create the new brushwork.
It Strikes Me
#5219 posted by HeadThump on 2006/08/10 09:06:39
use a modified engine to spit out just a nice clean mesh of the visible hull that I could get into .ase format
as overkill for what you are trying to accomplish.
Texture Alignment
#5220 posted by Mike Woodham on 2006/08/10 12:00:13
I have one entity brush on which the textures are misaligned by 16 units when in-game compared to the editor view. No other entites are affected in this way (or have ever been).
Anyone any clues?
#5221 posted by neg!ke on 2006/08/10 12:09:50
could it be the -oldaxis thing?
Mike:
#5222 posted by metlslime on 2006/08/10 12:43:05
is it on a surface angled 45 degrees?
Well Yeah...
#5223 posted by metlslime on 2006/08/10 12:44:40
if all he's trying to do is convert the map to a more recent id engine game, using a mesh in any stage of the process is silly.
Just do bsp2map and open the map in doomedit. Or, wait for Romero to release the maps, and open THAT map in doomedit.
Cheers...
#5224 posted by generic on 2006/08/10 14:34:04
Thump!
I'll have a look-see...
Texture Misalignment
#5225 posted by Mike Woodham on 2006/08/10 14:37:54
Neg!ke: tried the -oldaxis but it didn't make any difference but did mess up some 45 degree textures.
Metlslime: no, this is not a 45 degree surface
Mike...
#5226 posted by generic on 2006/08/10 14:41:53
Are you using Worldcraft/Hammer?
Is the texture rotated?
Also, boxers or briefs?
Maybe
#5227 posted by Ankh on 2006/08/10 15:36:31
maybe there is a duplicate brush (with misaligned texture) which isn't clearly visible in the editor but gets visible in the engine?
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