View previous topic :: View next topic |
Author |
Message |
dirkk Member
Joined: 09 Aug 2004 Posts: 238 Location: Germany
|
Posted: Thu Sep 02, 2004 7:17 pm Post subject: .map exporter plugin |
|
|
Hi,
information about the newly developed .map exporter goes here.
I think that especially the Torque community is in need of a good level editor, but I guess, other engines will benefit from this, too.
I start the round by posting two references to the .map format:
- www.rustycode.com/matt/MAPFiles.pdf.zip
(thanks to Matthew Fairfax)
- www.gamers.org/dEngine/quake/QuakeEd/map_example.html |
|
Back to top |
|
|
cmoibenlepro Member
Joined: 14 Aug 2004 Posts: 26
|
Posted: Fri Sep 03, 2004 12:42 am Post subject: |
|
|
I don't know if it helps you, but in the other thread someone said that making a .map import plugin would be difficult because you need to make a .wad importer for textures, I just wanted to say that it is not needed.
wad texture files were used only to compile quake 2 maps.
in quake3 maps, you can also use loose tga or jpeg files if they are placed in the texture folder in the baseq3 folder.
hope it helps you |
|
Back to top |
|
|
smoothblur Member
Joined: 03 Sep 2004 Posts: 1 Location: Twin Cities
|
Posted: Fri Sep 03, 2004 3:38 pm Post subject: |
|
|
If you are planning on creating a .map exporter for use with the Torque Engine even though Torque uses the Valve220 .map format, there is no need to create a .wad file for the textures because map2dif looks for the textures files in the same directory as the .map or in a texture directory you set using a commandline switch.
Also if anyone needed a .wad file for any reason there are many freely available .wad compilers so creating a new one would be probably a waste of time. _________________ Matt Summers
Dark Industries
http://www.darkindustries.com |
|
Back to top |
|
|
cmoibenlepro Member
Joined: 14 Aug 2004 Posts: 26
|
|
Back to top |
|
|
dirkk Member
Joined: 09 Aug 2004 Posts: 238 Location: Germany
|
Posted: Sat Sep 04, 2004 6:33 am Post subject: |
|
|
Your help is greatly appreciated. For the time being, we will implement the exporter first. But indeed it might be a good idea to subsequently implement an importer after we have some experience with a working exporter. |
|
Back to top |
|
|
Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
|
Posted: Tue Sep 07, 2004 8:39 pm Post subject: |
|
|
That seems like a very good order of things. First an exporter, then an importer. |
|
Back to top |
|
|
cmoibenlepro Member
Joined: 14 Aug 2004 Posts: 26
|
Posted: Wed Sep 08, 2004 3:53 pm Post subject: |
|
|
I agree that both exporter and importer would be very useful
it seems a good order to start with a working exporter, but don't forget the importer |
|
Back to top |
|
|
cmoibenlepro Member
Joined: 14 Aug 2004 Posts: 26
|
Posted: Sat Sep 18, 2004 4:37 am Post subject: |
|
|
any progress?
|
|
Back to top |
|
|
dirkk Member
Joined: 09 Aug 2004 Posts: 238 Location: Germany
|
Posted: Mon Sep 20, 2004 7:44 pm Post subject: |
|
|
Yes, there is some progress, and I am currently working on it. But there's no screenshots or anything else yet, unfortunately. But I am at it. |
|
Back to top |
|
|
granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
|
Posted: Mon Sep 20, 2004 7:48 pm Post subject: |
|
|
Take your time dirk ,we can wait
dave _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
|
Back to top |
|
|
Il Buzzo DeleD PRO user
Joined: 12 Aug 2004 Posts: 271 Location: Italy
|
Posted: Tue Sep 21, 2004 3:15 pm Post subject: |
|
|
Hi All,
I'm really sorry but owing to a fu**ed PCI 2.0 USB port my system crashed almost everyday, so I've not written anything in C++ for this plugin.
I think I'll start to work at it from 4th October cause this week-end I'll leave Italy for a week (I'm going on holiday ).
So I think I'll start everything from that week just as my landscape plugin (some ideas to add? look at the advanced landscape plugin thread).
Bye |
|
Back to top |
|
|
dirkk Member
Joined: 09 Aug 2004 Posts: 238 Location: Germany
|
Posted: Tue Sep 28, 2004 10:18 am Post subject: |
|
|
Hi,
I managed to do my first Torque import whith a DeleD object. Just a single texture and the UVs are messed up, but it's clearly the right geometry. Look here:
So, as you can see - I am at it .
- Dirk |
|
Back to top |
|
|
Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
|
Posted: Tue Sep 28, 2004 11:00 am Post subject: |
|
|
So you can now export to a .map file? Great, it looks very promising! Keep up posted here! |
|
Back to top |
|
|
dirkk Member
Joined: 09 Aug 2004 Posts: 238 Location: Germany
|
Posted: Tue Sep 28, 2004 12:08 pm Post subject: |
|
|
Yes, I forgot to mention: the exporter indeed exports to a map file first, which can then be fed to the (in)famous map2dif.exe which is part of the Torque Engine.
On a sidenote, you can see (sort of) from the screenshot, lighting is done completely in TGE on startup. |
|
Back to top |
|
|
granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
|
Posted: Tue Sep 28, 2004 1:51 pm Post subject: |
|
|
Nice one dirk
dave _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
|
Back to top |
|
|
|