ImgToMap - terrain generator

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Postby SavageX » Thu May 22, 2008 5:14 pm

New version up. This greatly reduces the amount of created brushes for visblockers and skyfillers by "merging" adjacent brushes (well, in fact it doesn't merge but directly creates fitting brushes).

This should give much nicer map files.
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Postby ihsan » Thu May 22, 2008 6:04 pm

divVerent wrote:I wonder if .ase models can create structural brushes when their shader contains "surfaceparm structural". If that works, that would erase the only problem with embedding .ase models...

Import .ASE into blender, export .map from blender.
Each triangle or quad creates a caulked brush of whatever depth you choose.
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Postby divVerent » Thu May 22, 2008 7:24 pm

That is the bad way :(

It means embedding the model twice, making it harder to edit. It'd be neater to have both the model and the "simplified" vis hull in one model, embedding it as parts structural, parts detail.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby SavageX » Sat May 24, 2008 8:08 pm

Bump. Updated version, should fix gaps between faces which occasionally used to happen. Update strongly recommended.
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Postby TVR [Public Terminal] » Sun May 25, 2008 6:08 pm

tZork wrote:
TVR [Public Terminal] wrote:Due the usage of alpha channel to determine the existence of a brush at a pixel, it seems as if this plugin was idealized with the creation of Facing Worlds/Broken World-style space floater in mind.

Unfortunately, for it to be viable to do so, a tri-soup thickness option is needed.

torus wrote:Very nice :D I haven't used it, but it looks like it could be useful for making tri-soups where a model isn't practical.


.ASE models should never be used for terrain, reiteration is tiresome.


Facing maybe, broken no, it has a rather visible underside and afaik this tool will not uvmap so you will most likely have to use projected texturing, witch is nice and easy and totaly sux for steep / caved in surfaces.


There do exist shader keys, and compiling switches for minimizing the effect of great variations in height or depth for projected texturing.

tZork wrote: ase models are the only real option for complicated terrain / terrain elements if you want to have no / few visible seams and compleate the map in less then a decade.


Visibility seams are caused by the usage of detail brushes over structural, models equally affected when using the -forcemeta switch.


tZork wrote: its also to same deal as far as the engine is consernd since forcemata models are broken down just the same way detail brushes are.


If you allow q3map2 to create a convex set out of a terrain model, the end product will be split in a manner bloating up the .BSP size.

tZork wrote: if you dont want to use models, dont. But stop puting unsubstantiated propaganda in ppls head. theres no practical reason not to use em.


There exist two primary reasons for not using models for terrain, the first is the inherent incompatibility of a .ASE model + actual brushes, as if the splitting were to be done during the compile, there would be no method to prevent z-fighting from occurring, and secondly is that face culling cannot be accomplished with a model, or detail brushes.

What I am encouraging the is the usage of structural terrain, as hint brushes can be utilized to create accurate visibility sectors, and it saves space on having the segregate between the detail terrain with poor lighting and shadows, and the underlying visibility blocking layer.
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Postby Sven » Sat Jan 31, 2009 6:37 pm

This is a very cool tool :D i am using it for my new level ... but there are many "brushes"(?) but its cool with this i can make holes in the surface and delete what i not need :)

my new level with an island and a underground section and so the island looks as a picture xD

Image
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Postby Sven » Sun Feb 01, 2009 2:50 pm

Image
:wink:
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Postby [-z-] » Sun Feb 01, 2009 3:05 pm

O.o wow
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Postby Sven » Sun Feb 01, 2009 6:26 pm

Image

help me im making a house on the top of the mountain and have no idea what rooms?
only 3 ideas: depod(in progress) , room with "halfsecret" door to the unterground
and lobby with a bar(i mean a table behind a people stand like in a hotel)

Image

if you have a idea make a sketch and scan it please or write down your idea (announcement to everyone :wink: )
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Postby gjsdeath » Wed Feb 18, 2009 6:33 pm

Sorry for the bump, but I would like to know if you could use this tool, open it in GtkRadiant, then "convert" it for doom3 ?

Thanks for any help, I'm somewhat new to mapping.
Image
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