MAP export plug-in for Milkshape


Trp. Jed
07-04-2003, 09:35 PM
I did a quick scan back through the forum and didn't see this mentioned so I thought I would pass it on.

Quoted from http://www.swissquake.ch/chumbalum-soft/

The Generic Map Exporter by Rat is a plugin, which lets you export .map files from MilkShape 3D. You can import .map files into most level editors like Worldcraft or Hammer to make game levels. This exporter even supports the light entity. Take a look at the included sample .ms3d file, which gives an idea of how to model the level.

Download is at that URL.

Dont know how much use it is but thought I would point it out.

- Jed

marianopicco
07-04-2003, 10:10 PM
Just to ask you to remove those ":" from the url, cos it doesnt work with em.

Glidias
07-05-2003, 12:58 AM
Wow this is good. No more clipping woes i hope!!! Quick! Repair all the sandbag clips in DoD now! But then again, it doens't seem to work on the fly...

What about max clip node problems?? Well, if u r running a ZHLT version with clipnode economy mode, you can enclose that entire region with a CLIP brush and whatever that is inside the clip brush will not count as clip nodes. So, it will act as blocking gunfire....but wont' block players but rather the main clip brush would do that job instead.

-iNw-Andy
07-05-2003, 09:17 AM
Gah, they need a map importer...that would save a lot of work when importing map objects into model format.

Glidias
07-05-2003, 10:31 AM
Originally posted by -iNw-Andy
Gah, they need a map importer...that would save a lot of work when importing map objects into model format.

True true. Right now u have to convert frmo rmf -> .bsp -> .asc -> asc with UV mapping -> .mdl. (read what i posted not long ago about how to do it at the =download= thread) Not a totally easy job.

If some exporter could read the NULL texture from yr brushwork , and the texture tiling patches in Hammer (and therefore split+tesselate the surfaces into various tesellated patches with individual textures from the respective wad applied on each patch) and the mdl generated automatically! WOW so grreat! Wish there was such an exporter! IT basically does the following in ORDER (pretty much, u can change the order slightly though):
1. Reads every non-NULLtexture faces in Hammer.
2. Calculate how many patches (tiles) there are in each of these faces, and physically splitting that face into various square patches, then tesselating them into triangles. (This will use a "subdivide getTextureSize()" thingy, where texture size is the size of each patch!!!)
3. Reads the texture applied on that face (from Hammer) that has already been split into tesselated patches (for the producing of the .mdl). Extracts out the necessary .bmp from wad and applies that .bmp texture on each individual tesselated patch of that face.
4. Checks and see if there are vertices that happen to be snapped together in exact same positions. Weld those vertices.
5. Checks for textures, prepare a 'virtual .qc' file, and look for textures being used (with the '{' prefix) , and remove that "{" from the .bmp, then use the blahblah.bmp name (without the "{") and add the line "blahblah.bmp" masked etc. etc.. to designate that that texture is a masked texture. As you know, .qc (quakeC) files use the braces like { and } for their necessary work just like in all programming language.....To be honest i think valve (or idsoftware) made a bad decision to use '{' as a prefix fo their texture names!
5. Once all these processes is complete, it automatically creates a CENTER bone and assign all vertices to it and then simply compiles this 'virtual .qc', exporting out the .mdl automatically!

If someone could program this it would be pretty cool!

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.