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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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Sure ...

I told Eric this but I might as well make it official. I apparently lost the source code to this. It must have been during my transition from Epic that it got lost in a crack somewhere and deleted. I've searched high and low and ... nothing.

So, I apologize. If anyone wants to reverse engineer the EXE or whatever kids do these days, I don't mind.

Go forth and do whatever you like. It's honestly not that complex an app so maybe something should start up an open source version of it or something so everyone can pile in fixes and features... 
 
This is my karmic retribution for not allowing the source to be downloaded right from the start.

Smooth move, Warren! 
 
Thanks!

Yeah I have reversed source, even Designer's window form is in the project. Variables have generated names, but that's easy to correct.

I'll add informational comments and release it in some private git repository, so we can check out if everything is fine before public release.
We need to think what licence we want to apply, or maybe we'll keep it as private repo for community only? 
 
Ha, awesome! Thanks for heading that up, I appreciate it... 
 
Wow, that's amazing you were able to decompile the whole thing :o

So it is actually an openable project now? 
 
.Net decompilers are very clever these days.
Yup it's a whole VS project, decompiled to C#. 
Patch 
Hey!
I'll prepare git repo next week.
Sorry you need to wait, I was extremely busy last days and I'm heading on 4 day holiday atm, so I'll be away from computer till Monday (I'll lurk from mobile ;) )
Here you have binary, so you can use my latest changes:
http://78.47.23.219/OBJ2MAP_111.zip

It saves settings to XML file (OBJFileName.xml) when you hit GO! and load settings when you choose OBJ file.

Happy mapping! 
Blender OBJ Export? 
I have tried many times trying to get blender OBJ export to work with this tool, but each time I get a NullPointerException in the debug window. 
 
Shoot me the OBJ file and I'll see what I can do about it.

(email in my profile) 
 
ShoTro have you tried this build: http://78.47.23.219/OBJ2MAP_111.zip ?

I have used it with blender and had no problems. 
Hey Kreathor 
Could I grab your decompiled source? Wanted to play around with a few things. 
 
What languages/tools you used for UI and code itself? 
AFAIK It's C# 
 
 
eric

There's a repository that Kreathor set up over here ...

https://bitbucket.org/khreathor/obj-2-map/wiki/Home

The source has actually been updated and had a few features added ... so you contributing to that source tree would be ideal. 
 
HACK THE PLANET! 
Requires Login 
 
Ah, Cool! 
Looks like it's a private repo, I just asked kreathor to add me.

I'm going to try doing import of UV's and texture names from the obj file. If the model is triangluated and you export to Valve220 it should work flawlessly. 
 
Mother of god... 
Repo Is Public Now 
I made repo public! Sorry for inconvenience! :) 
 
ah mah gahd, this is awesome you guys! 
Hm 
There's a fewest-planes wrapping algorithm floating around somewhere that would be ideal for exporting weird shapes like dragon heads in an optimum minimum number of convex brushes ... 
Oh My Goodness! 
Just out of curiosity is it possible to use valve220 map formats to make quake1 and 2 maps for the compilers? 
 
Yes, modern Quake compilers can process Valve220. 
 
This has probably been asked a dillion times, but does the .bsp format support arbitrary texture alignment or is it as limited as .map and you need .bsp2? 
Final .BSP Dont Care 
.bsp ultimately does not give a crap since its turned into pure polygons with uv coordinates. .map brushes and the way the data is stored was purely out of speeding things up during those dark days when unwrapping and texture alignment was a pain in the butt.

In fact you could in theory edit the texture mapping after a compile and replace it. 
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