#12153 posted by WizardExt on 2015/04/01 18:23:46
NICE. I have to try this, feeling brave!
#12154 posted by WizardExt on 2015/04/01 21:48:26
WarrenM, I couldn't get it to output a .MAP file. Pop-up window tells me "Input string was not in a correct format".
3dsmax-2014 x64, exported OBJ using default options. Exported 3 OBJ's; a box, a pillar, a humanoid creature. None of them could be used to output a MAP.
Any particular OBJ export options to use, or what am I am doing wrong/missing?
#12155 posted by JneeraZ on 2015/04/01 22:15:28
Can you send me the OBJ files?
warren.marshall@epicgames.com ? I'll debug... The box will be enough if that causes the error.
#12156 posted by ericw on 2015/04/01 23:31:20
After messing with qbsp a bit I'm kind of fed up with my approach, I think Warren's tool is the right idea. My patch was fragile/ugly and could fail in strange ways (e.g., sometimes the models block gunshots and sometimes not, because of qbsp black magic :-/
For mesh decomposition: would this do the trick? https://code.google.com/p/v-hacd/
Tempted to play with that..
 Q3bsp
#12157 posted by ericw on 2015/04/02 00:01:51
I wouldn't be totally opposed to supporting it in quakespasm, if there is a substantial q1 map release using it, not sure what the rest of the team would think.
To be honest though, I think it would be a lot of work for little benefit, given that we have bsp2 now, which has essentially no built-in limits.
#12158 posted by necros on 2015/04/02 00:34:30
but what about the issue of unique planes? afaik, that is still a limitation of q1bsp regardless of bsp or bsp2.
 Yeah
#12159 posted by Kinn on 2015/04/02 00:44:14
I always figured that the only motivation to adopt q3bsp in other engines would be if there was a worthwhile amount of q3bsp Q1 mappage already existing (for use in DarkPlaces, or that one other engine that currently supports it, I guess).
Has anyone even made a q3bsp Quake 1 map?
#12160 posted by ericw on 2015/04/02 00:53:34
bsp2 should be fine with >64k unique planes.
From what I can see, the only reason vanilla q1bsp had a 64k plane limit is the planenum field of dface_t is 16-bit, but that's been increased to 32-bit in bsp2
#12161 posted by JneeraZ on 2015/04/02 01:27:42
Wow, 3DS Max spits out a special OBJ file format ... yeah!
So new version ... should handle more OBJ goofiness now:
https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/OBJ2MAP_PreviewA.zip
Much thanks to WizardExt for the OBJ file samples!
#12162 posted by JneeraZ on 2015/04/02 01:29:54
v-hacd ... I think we JUST integrated that into Unreal Engine 4 for collision mesh generation.
I think that might work but it would have to have an option for exacting output because I don't think anyone will accept approximations. They'll want the exact mesh they modeled.
But I'll look at it, it can't hurt!
#12163 posted by JneeraZ on 2015/04/02 01:30:50
Oh, and if more people could give the OBJ2MAP thing a go, I'd appreciate it. I want to make it real release but I'm afraid that there's something I'm missing. And the immediate problems WizardExt ran into tell me I'm probably right...
#12164 posted by necros on 2015/04/02 02:02:46
#12165 posted by JneeraZ on 2015/04/02 02:06:06
Shit just got real!
#12166 posted by necros on 2015/04/02 02:33:41
tool sometimes outputs scientific notation for small numbers. just round to 0? anyway, TB can't parse that. :(
{
( -63.6619 8 -2.5683 ) ( -63.6619 -8 2.5682 ) ( -63.6619 -8 -2.5683 ) EMPTY 0 0 0 1 1
( -55.6619 0 -4.99999999998835E-05 ) ( -63.6619 8 -2.5683 ) ( -63.6619 -8 -2.5683 ) EMPTY 0 0 0 1 1
( -55.6619 0 -4.99999999998835E-05 ) ( -63.6619 -8 -2.5683 ) ( -63.6619 -8 2.5682 ) EMPTY 0 0 0 1 1
( -55.6619 0 -4.99999999998835E-05 ) ( -63.6619 -8 2.5682 ) ( -63.6619 8 2.5682 ) EMPTY 0 0 0 1 1
( -55.6619 0 -4.99999999998835E-05 ) ( -63.6619 8 2.5682 ) ( -63.6619 8 -2.5683 ) EMPTY 0 0 0 1 1
}
#12167 posted by JneeraZ on 2015/04/02 02:37:08
Odd, there's code in there to handle that ... but I guess it's not handling it in all cases.
Can you send me the OBJ file that does that? warren.marshall@epicgames.com? Or just give me a download link or whatever?
 Which Programs Use This?
Not really looking to be a pirate
 OBJ2MAP
#12169 posted by primal on 2015/04/02 08:10:02
OBJ2MAP worked for me under Wine in Linux and successfully converted a small obj file containing a single octahedron. If there is a larger obj file you'd like me to run it on for more testing, gimme a copy and I'll give it a go.
The window layout is a bit wonky, but it's all right to use.
http://i.imgur.com/jCrqM4J.png
 Necros
I can't believe TinyPic isn't dead, either.
 Coder Challenge
#12171 posted by negke on 2015/04/02 09:11:48
Make the tool automatically scale and align the brush textures based on the skin.
#12172 posted by JneeraZ on 2015/04/02 11:20:19
primal - Thanks for looking! Nice to know it runs under Wine. That layout is basically correct...
Fifth - https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/OBJ2MAP_PreviewA.zip
I have some test meshes from various people that are behaving stupidly. This is the joy of trying to release something publicly. :)
#12173 posted by JneeraZ on 2015/04/02 11:56:22
 Finally We Can Get Realistically Modelled *things*
#12174 posted by Spirit on 2015/04/02 12:00:54
 OBJ2MAP (alpha 3)
#12175 posted by JneeraZ on 2015/04/02 14:49:59
https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/OBJ2MAP_PreviewA.zip
+ added field to the UI so users can choose the decimal precision they want
+ added code to remove scientific notation in number results
+ added log file for debugging purposes (OBJ2MAP.log in the same folder as the EXE)
This should handle your gear mesh without scientific notation in the map file now, necros.
This also writes out a log file so if you get a problem going foward, please include that file with your bug report ... it may help save a life!
#12176 posted by JneeraZ on 2015/04/02 14:51:36
 Hypothetically Speaking
#12177 posted by Kinn on 2015/04/02 17:23:17
if there was a special texture applied to the non-drawn planes of these mesh-brushes, that represented "this plane is not supposed to be part of the bsp", could a suitably modified bsp.exe use that info to discard these planes in way that simplifies the compilation process / makes it less error prone / makes these structures more robust and less likely to leak?
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