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.map valve 220 or(and) quake .map import-export

 
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froqus
DeleD PRO user


Joined: 22 Oct 2006
Posts: 46
Location: Russia

PostPosted: Wed May 30, 2007 8:11 pm    Post subject: .map valve 220 or(and) quake .map import-export Reply with quote

.map importer in work, it's good, (bugggs beta), but this better than nothing. thanks =).
Some more add .map export... or this plugin already in development?
Need format which common and easy for read-save between Valve Hammer, Quark, Constructor (Torque), GTKRadiant, WED (A6 gameStudio) and another various BSP Editors. Pleeease =).
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Paul-Jan
Site Admin


Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Tue Jun 05, 2007 7:11 pm    Post subject: Reply with quote

You are right about the .map importer still being in beta (and buggy), we'll work on that. Smile

There already exists a .map exporter, it is called the 'torque exporter' (although it only supports valve 220 style maps). The big problem with exporting to .map is that you have to convert arbitrary polygon data (polygon soup) into convex solids. While converting from brushes -> polygons is easy, the other way around is quite complex (and for certain types of geometry impossible). We are working to get the algorithm inside the Torque Exporter fully mature (i.e. stable and reliable), but in the current version it still requires tweaking and trial-and-error by the user. Once we have that, we can start thinking about exporting to other .map supported pipelines.

One option would be to create a generic .map exporter that does require the user to manually create their scene out of convex solids, and ignore all other data. That would be easy to do... but would it be useful?
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froqus
DeleD PRO user


Joined: 22 Oct 2006
Posts: 46
Location: Russia

PostPosted: Thu Jun 07, 2007 7:02 am    Post subject: Reply with quote

Brush-based geometry else will long use in miscellaneous games, and Valve Hammer has plenty of variants of the use in miscellaneous games also. Exist the variants of the carrying made with this help objects in Unreal Engine, 3D game Studio, Torque, Quake, Crystal Space and more...
Most certainly more simply do the possibility simple exporter to .map for Valve Hammer than write several for miscellaneous =). Even so Valve Hammer hitherto (here is already 7 years) is considered by best editor for BSP =)

And in general - .map format very universal. Regrettably DeleD though and will die the a great deal, but placement triggers and other special objects (entityes, which beside each Engine have an unique characteristic) happens to to do in editor which these Engine are equipped (herewith they not allways suitable for creating interiors and objects, for example shall bring WED from 3D Game Studio). Work with brushes in him much uncomfortably - so want at least little relieve this problem, create the interiors in DeleD to after their possible was with the help of Valve Hammer or stright in format .map to import in necessary Engine.
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