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OBJ-2-MAP V1.1
So I added a few new features to my OBJ-2-MAP utility and put together a small web page explaining how to use it.

This is a utility that can take OBJ files exported from any modeling app and convert the geometry inside into Quake brushes.

http://www.wantonhubris.com/obj-2-map/

Have at it! I think everything will work.

[edit: updated url]
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It does as long as you don't consume entire polygons from the structural brushes.

func_detail is still compiled into the BSP but it doesn't generate portals ...without structural polygons, no portals, so VIS gets a peep show into parts of the map it shouldn't.

Use responsibly. :) 
 
Did someone say peep show? 
Lol You Fools 
func_detail gets "stitched" onto surrounding existing portals which take part in PVS, it just doesn't get computed in the first place. Maybe this explains "holes" and such things.. 
Map To OBJ? 
I was wondering if it is possible to revert process?

For example, user would be able to throw together rough prefab, convert to OBJ, import to modeling software and use it as a reference for exact size precision.

Maybe modern map editors already able to do this, but as GtkRadiant user I don't have this option. 
 
Doom3 editor does that.

Use q1 to q2 mapconverter, should let you load in Doom3 editor, then export brushes as obj. Or maybe it's jusy ase..? 
Hammer Does It Too 
well, what it does is export to a half-broken file in the obsolete DXF format, which Maya can in fact import, with difficulty and a lot of cleanup. Because Source.

Sketchup might load it too, but this is already a longer shittier tool chain than loading in doom3. 
Netradiant Does It 
Also you can set it to not output faces that have a certain texture on them so you can texture everything with skip or whatever apart from the visible faces and the output mesh is a lot cleaner 
 
Well, that's what I would prefer to dodge - having a chain of tools [or overkill ones] for something that seems to be a trivial task. 
Kinn 
Dayum... latest netradiant? That's awesome. 
Necros 
yeah

Plugins -> brushexport2

It's great 
 
gtkr1.5 has that tool as well, so it's been around for awhile. 
Thank You. 
Just tested it. Aside from inverted normals, gtkr1.5 brushexport2 works fine.
Still an extra link in tool chain, but at least it is something I have some experience with. 
DeeDoubleU 
If you want export all brushes as mesh with UV then yes, it should be fairly easy to do.
I'll update OBJ-2-MAP in a few days. ATM I'm adding classic format and valve220 + UV to one OBJ-2-MAP version, so you'll be able to choose. 
JneeraZ 
I believe I found a bug in the tool. Trying to send you an email, but server is rejecting it.


...
The error that the other server returned was:
550-5.1.1 The email account that you tried to reach does not exist. Please try
...
 
 
Probably best to post the bug here, actually. Multiple people are touching the source code these days so it's more productive to make it public. 
 
Since description page doesn't say that mesh should be 100% convex, thus I assume it is a bug.
Here are few meshes I experimented with:
https://dl.dropboxusercontent.com/u/58150516/q1/test_obj.7z

test_0
Worst case. Doesn't show at all in editor.
For some reason I can't create new brushes after opening generated map.

test_1, test_2
Only part of original mesh exist in resulting map.

test_3
Fully convex. Works flawlessly.

Default conversion settings used.
GtkRadiant 1.6
Any additional info I can provide? 
DeeDoubleU 
You are right, unfortunately n-gons and weird faces will not work in OBJ-2-MAP. I have a plan to add triangulation for non supported faces. What do you think about this?

ps.
thx for examples, it will help a lot 
 
n-gons should work as long the face is convex. 
 
Well, maybe not with all modes ... hmm ... 
So How Do We Feel About N64 Quake Maps? 
Browsing around the internets I came across a thing, which led me along a train of thought that ended up here:

there is a workflow that I realise would allow to rip / export these maps. it is as follows:

1964 N64 emulator.
add lemmy's gfx plugin.
load quake64
export geometry to VRML
convert VRML to obj in (insert modelling app)
convert obj to map

heck, this would even work with other n64 geometry. 
 
I imagine it's fairly low poly and blocky. 
 
N64 Quake maps are just very simplified Quake maps. I'd say not really worthy of the effort to get it ported to PC. This is contrary to Quake 2 and Doom which were both different experiences from their PC counterparts, Doom 64 has already been ported to PC with Doom64EX and I think Quake 2 deserves similar treatment. 
 
any other games you guys deem worthy? 
 
Meaning n64 quake's maps were simplified versions of the actual stock maps we've seen already? 
Lun 
that's right. Quake 64 were simplified versions of the id maps. Doom 64 and Quake 2 were completely new. 
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