Very Cool
Is it okay if I steal the FGDs for TrenchBroom?
Nice!
#2 posted by
RickyT33 on 2014/01/12 22:50:25
I hope it works.....
We've needed this for a while :)
OK
#3 posted by
RickyT33 on 2014/01/12 23:53:01
Smoke, but no cigar.
Worldcraft 3.3 -> 'Export to
.map' -> load in TB:
http://rickyt23.com/files/tb1.jpg
Take the above .map file and MapConv -> load in TB:
http://rickyt23.com/files/tb2.jpg
What Worldcraft fgd (and Quake BSP) look like:
http://rickyt23.com/files/tb3.jpg
Definitely a step in the right direction :)
Needs work :/
#4 posted by
Amran on 2014/01/13 00:01:39
Is it okay if I steal the FGDs for TrenchBroom?
Go right ahead! In both cases I started with FDGs by autolycus, and then went entity by entity through them. The majority of the changes were to the HexenII FDG as quite a few things were missing.
I hope it works.....
With any luck. I've used it quite a few times myself, so hopefully everything still works. ;) Let me know if you come across any problems.
#5 posted by
Amran on 2014/01/13 00:07:43
Smoke, but no cigar.
Any chance some of those rotations being lost are on brushes where they had not been set manually? (For example, rotated/flipped with texture lock on)
Yes
#6 posted by
RickyT33 on 2014/01/13 00:39:50
Very high chance.
Would be nice to be able to handle that though.
Jesus
#7 posted by
Drew on 2014/01/13 00:52:56
The brushes in the grid on the bottom of that last shot look terrifying.
I like what I've seen of this thing though!
I vote for a proper update screenshot!
Ill Probably Post Some More When Its Lit
#8 posted by
RickyT33 on 2014/01/13 01:59:44
It's big map, and I haven't done a lot recently.
It's got quite a lot of work still to do :/
#9 posted by
Amran on 2014/01/13 03:04:20
Very high chance.
Would be nice to be able to handle that though.
That's sadly a limitation which has been in place for a while now. Earlier versions had an option to try and interpret these cases, but between two of us attempting to get it working, it never panned out very well. Must be possible however as I remember there being a version of qBSP intended to handle these situations.
A manual rotation in Worldcraft/Hammer might simply appear as '90' in the map file, while one done using texture lock appears as something more akin to '[ 4.21468e-008 -1 0 64 ] [ -1 -4.21468e-008 0 2.6974e-006 ]'.
Yeah
#10 posted by
RickyT33 on 2014/01/13 04:19:33
I mean this stuff is all beyond me. Interestingly, TxQBSP, TreeQBSP and TyrQBSP all manage to build Quake 1 BSP maps, using the 220 .map texture alignments.
I mean I guess that you can go:
.map -> compiler -> .bsp
or
.220map -> compiler -> .bsp
but you can't go:
.220map -> algorithmFromCompiler -> .bspTexInfo -> .map
?
Good Effort BTW
#11 posted by
RickyT33 on 2014/01/13 04:22:23
I was impressed. It's just been a problem I've had, in the form of .rmf(Hammer/WC) to .map with old skool texture alignment, then I could use Radiant, BSP Editor, Trenchbroom etc to edit my Worldcraft maps.
So see a solution that at least preserves SOME of the alignments is a step forwards for me :)