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.map exporter plugin
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dirkk
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Joined: 09 Aug 2004
Posts: 238
Location: Germany

PostPosted: Thu Sep 02, 2004 7:17 pm    Post subject: .map exporter plugin Reply with quote

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
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cmoibenlepro
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Joined: 14 Aug 2004
Posts: 26

PostPosted: Fri Sep 03, 2004 12:42 am    Post subject: Reply with quote

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
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smoothblur
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Joined: 03 Sep 2004
Posts: 1
Location: Twin Cities

PostPosted: Fri Sep 03, 2004 3:38 pm    Post subject: Reply with quote

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.
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cmoibenlepro
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Joined: 14 Aug 2004
Posts: 26

PostPosted: Sat Sep 04, 2004 3:11 am    Post subject: Reply with quote

here is other .map specifications that could be useful:

http://www.planetquake.com/qref/wcs/

http://www.gamers.org/dEngine/quake/#QDP

http://www.gamers.org/dEngine/quake/QDP/qmapspec.html

I would like to help (because I would like to import my q3 maps made with quark into DeleD) but it's too advanced for me...
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dirkk
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Joined: 09 Aug 2004
Posts: 238
Location: Germany

PostPosted: Sat Sep 04, 2004 6:33 am    Post subject: Reply with quote

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.
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Tue Sep 07, 2004 8:39 pm    Post subject: Reply with quote

That seems like a very good order of things. First an exporter, then an importer. Smile
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cmoibenlepro
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Joined: 14 Aug 2004
Posts: 26

PostPosted: Wed Sep 08, 2004 3:53 pm    Post subject: Reply with quote

I agree that both exporter and importer would be very useful Smile

it seems a good order to start with a working exporter, but don't forget the importer Wink
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cmoibenlepro
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PostPosted: Sat Sep 18, 2004 4:37 am    Post subject: Reply with quote

any progress?
Question
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dirkk
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Joined: 09 Aug 2004
Posts: 238
Location: Germany

PostPosted: Mon Sep 20, 2004 7:44 pm    Post subject: Reply with quote

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.
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granada
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Joined: 07 Aug 2004
Posts: 1955
Location: England

PostPosted: Mon Sep 20, 2004 7:48 pm    Post subject: Reply with quote

Take your time dirk ,we can wait Wink

dave
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Il Buzzo
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Joined: 12 Aug 2004
Posts: 271
Location: Italy

PostPosted: Tue Sep 21, 2004 3:15 pm    Post subject: Reply with quote

Hi All,
I'm really sorry Embarassed 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 Laughing ).
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 Very Happy
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dirkk
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Joined: 09 Aug 2004
Posts: 238
Location: Germany

PostPosted: Tue Sep 28, 2004 10:18 am    Post subject: Reply with quote

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 Smile.

- Dirk
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Tue Sep 28, 2004 11:00 am    Post subject: Reply with quote

So you can now export to a .map file? Great, it looks very promising! Keep up posted here! Very Happy
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dirkk
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Joined: 09 Aug 2004
Posts: 238
Location: Germany

PostPosted: Tue Sep 28, 2004 12:08 pm    Post subject: Reply with quote

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.
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granada
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Location: England

PostPosted: Tue Sep 28, 2004 1:51 pm    Post subject: Reply with quote

Nice one dirk Very Happy

dave
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