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 Sep 06, 2009 6:51 pm

Version 0.15 of the exporter: http://www.box.net/shared/xku3softbl

- NURBS texture is applied homogeneously among the NURBS surface.
- Bug with zero area faces when export mesh as surface fixed.

Guys, please, try it!
Don't use the force, Luke! Try to think!
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Postby toneddu2000 » Sun Sep 06, 2009 8:36 pm

Wow!Now nurbs have textures!But they however lose their original shape (nurbs surface seems bent on one side).But, one step up!Great! :D Thx a lot z80!
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Postby z80 » Mon Sep 07, 2009 7:29 am

toneddu2000 To save original shape use odd resolution. Because if it's even exporter cuts it by one point from each side. It's because NetRadiant understands only odd resolution from 3 to 31.

In other words by default in Blender NURBS surface has resolution 4x4. It's not legal and exporter cuts it to 3x3. The easiest way to solve the problem is to subdrive it in edit mode. The resolution in this case would be 7x7 - it's valid for NetRadiant. And surface in such case is almost the same as in Blender. To gain better match one should play with NURBS orders along u and v directions.
Don't use the force, Luke! Try to think!
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Postby toneddu2000 » Tue Sep 08, 2009 1:00 am

ok, now it works great!!I've used these settings:
I've used Bezier U and V;(but it works also with Uniform and Enpoint)
Order U3 V3
Resol U6 V7
Thx a lot z80, now I can start to make some example map!! :D
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Postby motorsep » Sun Sep 13, 2009 8:46 pm

Trying to export my mesh to .map and keep on getting following error:

http://www.pasteall.org/7824

The mesh has UV map and material assign to it.

EDIT: Hmm.. Somehow I don't get that error any longer..
However I have another question. I have material named 'weapclip' assigned to my mesh. When I load .map file into NetRadiant, all brushes have 'caulk' material on them. Why?
How can I have mesh faces to have shader 'weapclip' and whatever is extruded - 'caulk' ?

Thanks.
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Postby z80 » Tue Sep 15, 2009 1:07 pm

motorsep Use "overwrite texture" ability in the exporter menu. Material name has no meaning for the exporter. Only texture file name is important. If you want to use shader with different name "overwrite texture" is the case.

Please report any problems met!
Don't use the force, Luke! Try to think!
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Postby motorsep » Sat Oct 03, 2009 3:42 am

z80: I am exporting a collision hull for my map. It's has 0 thickness (planes). So I get output brushes that have "myshader" on all sides.
Would it be hard to add an option or do it automatically, that when you export a plane (or any mesh with 0 thickness, "open" mesh), the side that already exists will have a textures assigned in Blender, but the rest of the sides that will be generated but the exporter will have common/caulk shader? Quake 3 map exporter for Blender does the exactly that, but it's glitchy and doesn't suit my need.
Thanks.
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Postby z80 » Sun Oct 04, 2009 7:16 am

motorsep: but now it works exactly in the way you've described! If mesh is exported as a surface (not closed) mesh, existing faces are exported with real textures (shaders), but generated faces are equipt with 'common/caulk' shader.
Don't use the force, Luke! Try to think!
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Postby motorsep » Sun Oct 04, 2009 4:17 pm

z80: well, I found that it works now :) But in order for it to work, I have to define common/weapclip shader in the script's GUI. Then it exports the way I need it. I actually expected for the script to use either name of the texture applied in UV editor or material name to apply to the surface. Oh, well, it work the way it works and I am happy :)

EDIT: Imported my misc_model and collision brushes for it (same model exported with your script as brushes) and noticed that brushes are off :/ Could you add an option to your exporter that allows export without snapping it to the grid? I need to match brushes exactly with misc_model (I don't care in this case brushes are not aligned with grid in NetRadiant). Thanks.
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Awesome, but a few questions

Postby wajmhome » Sun Oct 04, 2009 7:00 pm

How would I change an existing map? I could probably unpack the .pk3 and then edit some of it, I dunno. But how would I get it back to .pk3

Also, the more important, where do I put the script? XD

Excuse my noobishness to this matter. I have been trying really hard to learn more about all of this but its hard to find good help anymore with all the crud 8 year olds are putting up on the interwebs.
Image
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