I've made an exporter for Blender
just recently, with UV code ported from OBJ2MAP.
You can export to clipboard and paste directly into Trenchbroom.
This is so cool, exactly what I was brewing, but finished !
Takes a load of my mind, thanks. I forked the repo, if I have tweaks, I'll issue a pr. I'll prob try to get copy to clipboard working on linux and triangulating the mesh by default, or as an option, oh and a scaling option. =)
Great work, thanks !
Just as an aside, I noticed we can now describe brushes with some manner of floats (three decimals, I think) instead of pure ints.
But I remember mappers making a big deal of things being on grid, why is that exactly ?
I think the grid doesn't matter much as far as the final .bsp is concerned, it's mostly relevant to the editor and the compiler, and both have progressed a fair bit over the years. I'm not the authority on the subject though.
One side-effect of dealing with floats and precision is that sometimes a face that looks planar in editor isn't actually planar (for the compiler). You'll know when it happens though (warnings like "point is off plane.."). Triangulation avoids the off-plane errors, but can still lead to problems with very thin visleafs. Staying on grid is just safer.
Triangulation has an important downside in that the result is going to be very inflexible in Trenchbroom (can't really extrude or anything).
I assumed the clipboard would work across systems, though I haven't tested the exporter on other editors or systems at all.
Netradiant needs a space between UVs [ 1 0 0 0 ][ -0 -0 -1 0 ] otherwise "error at '][': expected ']'" and map fails to load.
Awesome stuff tho!
Fixed the missing space, thanks