Cambo,
Sure, letās do boxes first
And as far as patches go, I think subdivided mesh would do it. And itās probably easier for end user (just move vertices and apply subsurf to see patch in Blender).
Just finished testing itā¦ Seems to be fine. I compiled my test map and checked it out in Quake 3 (two different texture sets and lighting models):
I had a trouble exporting Suzanne. First time brushes were too thick and they were intersecting alot. Second time I put thickness of a brush 0.01 on export. So I didnāt get suznne in .map file.
However it works Congratulatin, Cambo! And thanks a bunch!
I wish we could have snap to grid option in Blender as in GTKRadiant. This way it would be easier to snap brushes to each other and textures would align better in GTKRadiant.
wow! this is great!
Is there a quick guide to get a simple working room exported properly into .map?
I just tried one and nothing showed up in Gtkradiant.
This will surely grab the attention of more than one in the Irrlicht forums!
Motorstep, great to see some result from the exporter, (Iv mostly been looking at screwed up wireframes)
ā¦or hold Ctrl as you transform.
ā¦Shift+S Snap selection to grid also.
See the view panel for grid sizes.
About exporting suzanne, almost certain that its an issue with how gtkradient handels the brushes. quark seems to import it with less errors, Though
A part of the problem is that suzanne is made for subsurfing, and the quads are not all planer. I got fairly good results when Triangulating suzanne scaling up a bit, then setting the width to low. (1 tri went odd still but the rest was fine.)
Basicly, if you make your level out of planer quads you should be ok.
I could do tests to see if quads need to be split into 2x trisā though Id rather people just donāt make strange shapes.
About Brushes- are 4 plane brushes? - (3 triangles) or 5 as a square based pyramid? - Id like to support as many primitive shapes as possible
Cambo,
Why not to use subdivided plane as a patch?
Btw, after work, I will provide .map file with primitives that are supported by .map and .bsp formats. They are sphere, cylinder and cone. Those shapes can be exported as solid brush without necessity to convert each face of it to a box. There are of cause some limitations on how many faces each of those primitives can have.
Its not so simple.
using a mesh as a patch requires the exporter to know how to interperate a face groups as a patch.
It needs to order the quads and work out U and V dimensions. aside from that - a mesh grid is a poor reprisentation.
Id prefer a WYSIWYG solutuion and I think a bezier surf is the best repristantation. its also very obvious what its intention is- is a user wants a grid- theyll get a grid of brushes- if they want a patch, they add a nurbs surf.
That saied you can get a fairly accurate representation if you use subsurf and edge creases properly to simulate the bezier interpolation.
If a mesh is used, it would need to follow some rules - like
āAny subsurfed grid of quadsā
mmm i have the v 6.5 a of QuarK, but i try to open the .map file and the program change to Quake 1 options, how make it motorstep to build for quake 3?
Iāve just downloaded the latest version of the export_map.py script and it seems to not be working.
The script runs fine but when loading the map file in GtkRadiant it throws up alot of errors.
Like so:
Loading map from Soldier of Fortune II - Double Helix GOLD/base/maps/Tester.map
Warning: Line 5 is incomplete [02]
Warning: Line 6 is incomplete [02]
Warning: Line 7 is incomplete [02]
Warning: Line 8 is incomplete [02]
Warning: Line 9 is incomplete [02]
Warning: Line 10 is incomplete [02]
Warning: Line 11 is incomplete [02]
Warning: Line 12 is incomplete [02]
Warning: Line 13 is incomplete [02]
Warning: Line 14 is incomplete [02]
Warning: Line 15 is incomplete [02]
Warning: Line 16 is incomplete [02]
Warning: Line 17 is incomplete [02]
Warning: Line 18 is incomplete [02]
Warning: Line 19 is incomplete [02]
Warning: Line 20 is incomplete [01]
Warning: Line 20 is incomplete [01]
Warning: Line 20 is incomplete [01]
Warning: Line 20 is incomplete [01]
texture not found for shader: textures/_color
LOADED: textures/radiant/shadernotex.tga
texture not found for shader: textures/-100.00003815
texture not found for shader: textures/100.00000000
texture not found for shader: textures/(
texture not found for shader: textures/0
texture not found for shader: textures/NULL
WARNING: brush plane with no normal
WARNING: brush plane with no normal
ā LoadMapFile ā
/Soldier of Fortune II - Double Helix GOLD/base/maps/Tester.map
And thats just a standard cube.
About your Brushes, A standard brush has 4 faces, but you can get cyclindracil brushes as well.