Blender to MAP exporter

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby motorsep » Sun Oct 04, 2009 8:20 pm

wajmhome: you can't edit existing levels. What's inside pk3 is usually .bsp files. Those come from .map files after compilation process. You can only edit .map file (structure of the level, lights, etc.) Pk3 is nothing more but .zip file. Use 7zip software unpack or add to pk3 any files.

Script goes to blender\.blender\scripts\
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Postby wajmhome » Sun Oct 04, 2009 11:12 pm

Thanks.

Now I just need to find a tutorial on how one can make a nexuiz map with only blender since NetRadiant refuses to work on my computer.
I dunno why, I get a large amount of errors.
Might be because of my bad hardware and the fact that I use a really buggy version of Windows XP.
Image
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Postby toneddu2000 » Mon Oct 05, 2009 9:38 am

Now I just need to find a tutorial on how one can make a nexuiz map with only blender since NetRadiant refuses to work on my computer.

I'm making it, just a little patience! :D

to z80:
In these days I'll bother you a bit with the guide so it will be uploaded for next week!
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Postby z80 » Mon Oct 05, 2009 4:45 pm

motorsep Actually the exporter uses texture file name without extension as exported shader name with base path ".../nexuiz/data/textures/". E.i. to use a texture without overwriting shader name one is to use Blender image texture type and take file from the folder (or any it's subfolder) mentioned above.

I'll try to add an option which would allow to export without snapping to the grid in the next version of the exporter.

toneddu2000 I'm at your service! Any questions or wishes are welcome!
Don't use the force, Luke! Try to think!
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Postby motorsep » Mon Oct 05, 2009 4:51 pm

z80: Thanks a bunch! When is new version planned to be released?
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Postby z80 » Tue Oct 06, 2009 3:24 pm

motorsep Good question :) Actually, I planned to release next version when I find out exactly how texture reference frame is organized in NetRadiant. It's a big problem for me. Because of this there is wrong texture placement after export sometimes.

But as far as a few different wishes appeared recently I'm going to include them in next release and skip texture mapping correction. I suppose for 0.16 exporter release time a good approximation is next week.
Don't use the force, Luke! Try to think!
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Postby motorsep » Fri Oct 16, 2009 5:00 pm

how is it going, z80 ? I am impatiently waiting for new release with ability not to snap to NetRadiant's grid ;)
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Postby z80 » Sat Oct 17, 2009 4:50 pm

motorsep Almost ready. I'll submit it soon. So big delay because I had much other work to do (at work). Sorry :roll: !
Don't use the force, Luke! Try to think!
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Postby z80 » Sat Oct 17, 2009 5:20 pm

Version 0.16 of the exporter: http://www.box.net/shared/77ndexm961.
There is only one change: I've made calculations in floating point again because motorsep asked about that.
Don't use the force, Luke! Try to think!
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Postby motorsep » Sat Oct 17, 2009 5:34 pm

Thanks man! Going to test it today!

EDIT: Hmm.. I see no difference in GUI and the output is the same. I expected a button <No Snap> or similar. As I said, the output is the same and is off (brushes are still aligned to the grid).
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