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 z80 » Sun Oct 18, 2009 7:01 am

motorsep Got it! But may the problem be in precision? I left 3 digits after decimal point in vertex coordinate numbers. May it be not enough? I can make 8 digits, for instance, or more.

To add "no snap" button I would make two identical procedures: one with python Long and the other with python Float type. I've decided it isn't necessary. If one has floating point algorithm he(or she of course :)) may apply snap in Blender before export. In such a case it is enough to have only Floating export procedure without snap.

I'll remake it with 8 digits after decimal point and submit in a short time. I hope today.
Don't use the force, Luke! Try to think!
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Postby motorsep » Sun Oct 18, 2009 1:52 pm

I don't think it's precision issue, z80. Some parts of the exported brush set match misc_model precisely and other parts are off. If I move brush set to match parts that were not matching previously, they will match. But those parts of the brush set that used to match misc_model will be off.
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Postby toneddu2000 » Sun Oct 18, 2009 5:19 pm

I've sent you a copy of the guide, z80. Please take a look at it! And, of course, thanks for this new release, the thing that a bit surprises me and that let me upset is that the Nexuiz community didn't welcome this innovation like it should be. Only just few users replied with their comments. I sincerely expected that some devs, some level designers said their opinion about the script. IMHO this could be a VERY important feature of all idtech1/2/3 engine compliant games. Once it would be translated in C, Blender would become a REAL level editor like Crytek Sandbox or others. I know that the C-Port couldn't be managed only by you because I think it would be very difficult, but if other guys were interested in the porting this could be a real thing.
Anyway, complaints are useless! If you think that the guide is OK, let me know and, in two days, the PDF version will be available!It's nothing fancy and it's a lot incomplete but it's GPL, so anyone that has more knowledge of me will be able to contribute!
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Postby motorsep » Sun Oct 18, 2009 8:13 pm

toneddu2000: do you plan on releasing your guide to the public? ;)
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Postby toneddu2000 » Sun Oct 18, 2009 8:44 pm

of course motorsep! As I said, is a matter of days. Once z80 read my mail, and corrects it, today or maybe Tuesday, the guide will be released. GPL. open. public. :D
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Postby motorsep » Sun Oct 18, 2009 11:58 pm

z80, here are some images. Hopefully they will explain the issue.

Overall view of the level:
http://img14.imageshack.us/i/netrad01.jpg/

Top part of the level (relatively to the screen above), perfect match:
http://img190.imageshack.us/i/netrad02.jpg/

Bottom part of the level (relatively to the first screen), no match:
http://img25.imageshack.us/i/netrad03.jpg/

essentially, it is the same mesh once exported as .ASE and second time exported as .MAP.
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Postby z80 » Mon Oct 19, 2009 7:26 am

motorsep Thanks for the images. I'll try to make exporting as is without aligning to a grid work correctly.

toneddu2000 Thanks for the guide. I'll look it through and modify a few points where I'm in doubt and send it back to you. I think it will take me a couple of days. (We all are very busy on work days :))
Don't use the force, Luke! Try to think!
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Postby toneddu2000 » Mon Oct 19, 2009 8:59 am

no problem
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Postby bobcaticus » Fri Oct 23, 2009 8:13 am

Hi, I've been following this with great interest for a while as not only a way to convert blender meshes into .MAP files, but also as a way to quickly play test everything.

I was hoping to export from Sketchup, with it's textures, into an .obj, and from there convert it, would this work seeing as it ends up as a mesh anyways?

I've been trying and the log says, at the end :

"File "C:\Programs Files\Blender Foundation\Blender\.blender\scripts\bpymodules\btreemesh.py", line 583, in prepareTextures
texture = textures[0].tex
AttributeError: 'NoneType' object has no attribute 'tex'


I've been trying for a while because I was hoping to export from Sketchup to Blender and then to GTKRadiant, or Nexiuz to be more precise. What's up with my object? Here's the blend file.

http://rapidshare.com/files/296737536/castle.blend
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Postby z80 » Sun Oct 25, 2009 8:31 am

bobcaticus Thanks for your attention to this work! I'll watch your problem and try to correct it if it's a bug.
Don't use the force, Luke! Try to think!
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