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 Nov 29, 2009 7:00 pm

toneddu2000 Thank you for your suggestions! I've taken them into account. Initially I planned to make a bright day map like on a photo above, but night really looks better, you are right!

As concerns street illumination... actually there are no light at all (in real place). To give it some light I thought about something like UFO with lights over the scene... I don't know yet...

And of course it is necessary to add a lot of construction junk to the map, you are absolutely right! It makes the scene looking natural and gives people places to hide from bullets.

I'll think about adding a custom music track to it but I'm a total NUB in it :(

As for export time, I didn't measure it precisely but I think my computer do it in roughly 15 - 20 seconds (Core 2 Duo processor, 2.4GHz frequency, 2Gb DDR2 800 MHz memory).

Rad Ished Yes! You are absolutely right! I plan adding some construction parts into the map. Original place contains a lot of rusty armature, cement boards, column elements, one broken crane and even underground tunnels (unfinished accelerated particles collider) :)

Thank you all for very helpful remarks!
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Postby z80 » Tue Dec 01, 2009 1:41 pm

Rad Ished, toneddu2000 Could you please take a look at a slightly redesigned map? I need to know if I go in correct direction.

http://www.box.net/shared/naksnmoloo

Image Image Image Image Image
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Postby toneddu2000 » Tue Dec 01, 2009 2:58 pm

Sorry z80 but I don't understand. I downloaded your new map but it seems like the old one! I can't see those tyres scattered as they shown in the pictures. However I found a big hole in the basement again and on the ground (you can see blue color coming out from the geometry, tris doesn't fit good) rear the basement. For the junk atmosphere though, I've to say that what I see in the pictures is quite what I thought but I think you can improve it a lot. First: too tyres! They're stacked in a too organized way. If I were you I would put just 20/30 tyres scattered one distant from another. Second I would add a rusty wheelbarrows and other old bricklayer tools in the map, maybe one tool just that lays on the ground, another that is placed over an old and dity mattress and so on! Just let explode your creativity!
I hope it helps!
cheers!
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Postby motorsep » Tue Dec 01, 2009 3:37 pm

cool looking map!
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Postby z80 » Wed Dec 02, 2009 5:05 pm

Added two excavators and some cement stuff as well as a lot of ammo and items: http://www.box.net/shared/b5ijrmfzeq. What about it now? Is this map playable?

Image Image Image Image Image Image Image Image Image Image
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Postby lda17h » Wed Dec 02, 2009 5:46 pm

z80 wrote:Added two excavators and some cement stuff as well as a lot of ammo and items: http://www.box.net/shared/b5ijrmfzeq. What about it now? Is this map playable?


Looks definitely way cool :)
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Postby motorsep » Wed Dec 02, 2009 11:58 pm

Nice, really nice despite small visual glitches. What would be also cool is to be able to add Quake's entities to the maps also. This way people would make maps for Quake also (of course it would require Dark Places to run).
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Postby z80 » Fri Dec 04, 2009 12:14 pm

motorsep wrote:Nice, really nice despite small visual glitches. What would be also cool is to be able to add Quake's entities to the maps also. This way people would make maps for Quake also (of course it would require Dark Places to run).

Could you please explain it in more detail. And pay special attention to entities description for me to be able to code it.

As for visual drawbacks...
I've found out they appear in two cases: 1) when brush is very thin and 2) when two brushes intersect each other - one of them becomes parcially invisible. Should it be so or is it a bug? Could anyone please explain that, because I've failed to get the answer myself?

(By the way, I made a server with CIE map on it: 213.79.111.46:26000. One may try it.)
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Re: Blender to MAP exporter

Postby z80 » Tue Dec 15, 2009 9:48 am

I've slightly modified CIE.PK3.

Changes are:

-I've added some armor and cement stuff.
-Modified outer level design. So it doesn't look like an island in infinite space :).
-Fixed PK3 structure, added waypoints for bots.

It all is done with Blender only and built into BSP using q3map2 tool. Now it looks like this:

Image Image Image Image Image

It is available at http://www.box.net/shared/u2zm53r7i4. If anybody have any suggestions or remarks, please, share them.
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Re: Blender to MAP exporter

Postby toneddu2000 » Wed Dec 16, 2009 12:19 pm

Ok, first good impressions:
I like you placed buildings at the distance, but, if I were you, I'd put a dozen more, all scattered and of different kind (some taller, some older, and so on)
I like position for big health, inside excavator

Now the things that, IMHO of course you should improve:
Illumination is not credible: for me is better to switch to a moonlight illumination with streetlights flickered lights or a full sunny day with a photorealistic sky and neat shadows.
Excavator is not so detailed, bu I promised to create a new one and I'll do it (until I can't find some spare time :D )
I don't like very much the "underneath tunnel" at the base of the basement, is very poor of detail and walls are too thin, they're just planes!
There's always more "tidyness" in cement blocking and tyres positioning: I wouldn't position them one upon another, better if they're scattered creating a "real mess"!
This is a map for presenting Nexify exporter, isn'it? So, let's show the community the point of force of the exporter: TERRAIN, TERRAIN, TERRAIN. In Blender we could have a more interesting detail in sculpting terrain with bumps, broken sidewalks and much more! If you're instered in progress in this way, let me know and I'll add some street elements (sidewalks, streetlights, manhole covers, etc) to the todo list I've just started!
cheers!
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