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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Thu Apr 19, 2007 9:51 am Post subject: MAP Importer beta release |
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MAP Importer beta release (0.8b)
Use this importer to import your Valve 220 (half-life & co) and Quake .MAP files into DeleD.
Features include scaling, texture support, limited light support, explicit representation of null textures, and assignment of brush properties to the primitive tag.
Get it from our importer plugin section... As this is the first public beta release of this particular plugin, we really need you guys to test it out, and tell us about your experience! |
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afecelis DeleD PRO user
Joined: 08 Aug 2004 Posts: 427 Location: Colombia
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Posted: Thu Apr 19, 2007 10:50 pm Post subject: |
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this is great PJ!
I'll try it out with Gtkradiant to see if it works. Otherwise I'll try creating some stuff in hammer.
regards,
Alvaro |
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froqus DeleD PRO user
Joined: 22 Oct 2006 Posts: 46 Location: Russia
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Posted: Fri Apr 20, 2007 11:46 am Post subject: |
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good\nice\exellent =) |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Fri Apr 20, 2007 12:55 pm Post subject: |
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Did my old embrace maps work at all with this?
Not that I expect them to, since the files were extended for VTMR mappig use, just wondering if even basic geometric data could be read from them? _________________
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Mon Apr 23, 2007 6:38 pm Post subject: |
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Thanks, guys!
Vampyre_Dark: Hmmm, they definitely used to work, as I originally used them to create the importer... but it seems I have broken support for them when I introduced valve220 support. Time for the first update I guess, working on it! |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Mon Apr 23, 2007 6:51 pm Post subject: |
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Paul-Jan wrote: |
Thanks, guys!
Vampyre_Dark: Hmmm, they definitely used to work, as I originally used them to create the importer... but it seems I have broken support for them when I introduced valve220 support. Time for the first update I guess, working on it! |
No need. I don't want them. I was just wondering. Because they were .map files in name only for all I knew.
I know they used to load up in the real quake 2 editors, but I didn't know about all the unique info that embrace tacked on. _________________
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Mon Apr 23, 2007 7:27 pm Post subject: |
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Quote: |
Nah, I just uploaded a new version (0.85b) anyway, that imports the basic geometry. There are other Embrace maps floating around on the internet, and I'd like the importer to be able to import them... if only the geometry, because the lights, sectors and other special entities are currently unsupported (coudn't find any documentation). And I'm pretty sure the texturing doesn't load correctly either, but none of the Embrace maps I found floating around the internet had any textures with them (at least, not in any file format I recognized).
So anway, even though you don't need it, there is at least some support now... |
VTMR had files call .nob that held everything. They were renamed zips. All the game's texture maps were inside these (like, how Doom had all it's textures in the main .WAD). If the user had custom textures, they were added to a folder inside the textures folder for mapping use, and zipped up into a .nob for distrubution.
The Embrace/VTMR stuff died down too quickly. Despite the fact that the game beat out Quake 2 in sales in it's first week alone, the publisher just pulled the plug on all future planned patches. The devs could not even discuss the game on their own board! The fans talking amongst themselves, and apologetic devs.
All you had left was untechnical goth kids who would slap everything in one sector, and not read the docs. The devs added a lot of cool features with the first patch though, and NO ONE ever bothered to use them. I managed to combine several of these effects and unknown features to fake things.
I made a nice subway car, and added an effect on the walls of the tunnel to make it appear as if the subway car was moving fast (objects in the maps could not move, so this was very unique). It was fun battling werewolves inside and on the roof of these cars in these 'moving' subway cars. Not something you see in a typical point and click RPG.
Those were the days. [/nostalgia] |
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sebarnolds Member
Joined: 27 Apr 2007 Posts: 4
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Posted: Fri Apr 27, 2007 11:38 am Post subject: |
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Hi.
I just recently saw that you had released a MAP importer and thought I would give it a go. In fact, I have an old map made with Worldcraft that I could use for my testing. Before trying that (I must search in my archives for my old files), I looked a bit on the forums and saw that Torque Constructor was released for free. I tried it and even saved my work as a .map file which seems to be the same old .map format. So I tried to import it but it always fails, complaining about textures.
So here are my remarks / observations, note that I was using DeleD lite:
- The "browse" button for the textures directory doesn't seem to work
- The plugin doesn't care about what I type in the textbox, it always searches for the textures in the C:\Program Files\DeleD Lite\Textures\<map_name> directory
=> I copied all the required textures in the requested directory
- All the textures are png but the extension in not specified in the map file so I thought I could open them and save them as bmp (as I'm using the lite version), and then, I deleted the .png ones
=> whenever I tried to import the map file, it seems it re-create the .png from the .bmp and then complains about not being able to load .png (as I have a lite version)
In any case, no geometry was loaded in the editor. I would be cool if it at last created it with no textures.
Thanks,
Sebastien |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Fri Apr 27, 2007 2:49 pm Post subject: |
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Paul-Jan wrote: |
Quote: |
Nah, I just uploaded a new version (0.85b) anyway, that imports the basic geometry. There are other Embrace maps floating around on the internet, and I'd like the importer to be able to import them... if only the geometry, because the lights, sectors and other special entities are currently unsupported (coudn't find any documentation). And I'm pretty sure the texturing doesn't load correctly either, but none of the Embrace maps I found floating around the internet had any textures with them (at least, not in any file format I recognized).
So anway, even though you don't need it, there is at least some support now... |
VTMR had files call .nob that held everything. They were renamed zips. All the game's texture maps were inside these (like, how Doom had all it's textures in the main .WAD). If the user had custom textures, they were added to a folder inside the textures folder for mapping use, and zipped up into a .nob for distrubution.
The Embrace/VTMR stuff died down too quickly. Despite the fact that the game beat out Quake 2 in sales in it's first week alone, the publisher just pulled the plug on all future planned patches. The devs could not even discuss the game on their own board! The fans talking amongst themselves, and apologetic devs.
All you had left was untechnical goth kids who would slap everything in one sector, and not read the docs. The devs added a lot of cool features with the first patch though, and NO ONE ever bothered to use them. I managed to combine several of these effects and unknown features to fake things.
I made a nice subway car, and added an effect on the walls of the tunnel to make it appear as if the subway car was moving fast (objects in the maps could not move, so this was very unique). It was fun battling werewolves inside and on the roof of these cars in these 'moving' subway cars. Not something you see in a typical point and click RPG.
Those were the days. [/nostalgia] |
damn, I edited another post inetad of quoting it. _________________
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sebarnolds Member
Joined: 27 Apr 2007 Posts: 4
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Posted: Thu May 10, 2007 3:36 pm Post subject: |
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Hi.
Sorry to come back so late, but I don't understand your answer... Anybody else ?
Sebastien |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Thu May 24, 2007 11:36 am Post subject: |
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I'm terribly sorry for the long delay, I seem to have missed your post completely Sebastien! Thanks for reporting those issues, I'll look into them a.s.a.p. |
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sebarnolds Member
Joined: 27 Apr 2007 Posts: 4
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Posted: Mon Jun 18, 2007 1:03 pm Post subject: |
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Hi.
Just to tell you that the latest version I tried worked fine. Note that I didn't bother to use textures, I only needed geometry. Then I used your Ogre exporter and completed materials by hand. It seems that my level has been correctly imported and exported.
Good job,
Sebastien |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Mon Jun 18, 2007 5:46 pm Post subject: |
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Ah, good to hear, thanks for reporting that. |
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