Tremulous Forum

Media => Mapping Center => Topic started by: Minimum on August 29, 2009, 06:18:45 am

Title: Quake 3 .Map to Tremulous .Map
Post by: Minimum on August 29, 2009, 06:18:45 am
I can't get any of the radiants to work, so I decided to make my map in a 3D modeler and then pass it on to someone who is skilled with mapping. Mainly because I've done this thing a million times before, for my personal projects and others. (Screenshots of my map are Here (http://aussieassault.net/forum/showpost.php?p=3461&postcount=1) and Here (http://aussieassault.net/forum/showpost.php?p=4659&postcount=30)).

I imported the map into blender, and then exported it as a .map. However,
Quote from: LowHP
Sorry, lol, I didn't be specific. The plugin you used converts it to q3 .map, not a trem .map (which is pretty much identical but radiant is still a bitch), but nothing you can do about that. As I said, I'll get back to you as to whether it works or not. =]

And he couldn't get it working. I would have no clue how to fix it because I haven't ever used any of the 'Radiants' in my life.
I tried googling, but all I could find me is things converting Doom maps to quake maps, ect.

I <3 anyone who can fix this problem.
Title: Re: Quake 3 .Map to Tremulous .Map
Post by: Ingar on August 29, 2009, 11:04:26 am
I've never made a map out of a model but my feeling is that, due to technical reasons,
a blender to .map export is going to get you into a lot of trouble.

The easiest way is probably to convert your map to .ase, and import it into
the radiant as a misc_model. The only thing i'm not sure of is how visibility will be handled. It might want to import your entire as structural brushes which will probably kill you performance.

This is what my battleplan would look like:

- Get a working radiant (e.g. my netradiant package)
- Start a new map and add a misc_model entity.
  Set the model key so it points to your map .ase model
- Set the modelscale key if necessary
- The model will be non-solid by default, you will probably have to set spawnflags to 6:
  2 to make it solid, 4 to have it lighted, you will want to set _cs and _rs too
- I suspect you will have to make a large brush-box around your map model,
  texture the box with caulk
- add info_player_intermission, info_alien_intermission and info_human_intermission entities.
- add an egg and a telenode
- compile your map

If it works, use the prtviewer in radiant to check visibility, or check it ingame with r_showtris
and r_speeds. Keep in mind that whatever program you use to make your map, be it radiant, blender or
something else, you always have to learn about the inner workings of a map.
There's more to a map than placing walls and boxes.

I also said I've never made a map like that, so this post is not the holy book, but I hope it gets you going.
Title: Re: Quake 3 .Map to Tremulous .Map
Post by: mathchamp on September 04, 2009, 04:35:26 pm
Here is a possibility (any hotkeys are for windows - other operating systems might have different hotkeys):

Note that this isn't guaranteed to work because I don't have any other games to try to convert a map to a Tremulous map, so this is untested. Since I've never worked with arena files, I am not sure if that has to be replaced too.

This will work better than the model map approach since you have actual brushes. However, again, this is an untested method.
Title: Re: Quake 3 .Map to Tremulous .Map
Post by: Odin on September 12, 2009, 11:38:48 pm
I've never made a map out of a model but my feeling is that, due to technical reasons,
a blender to .map export is going to get you into a lot of trouble.

The easiest way is probably to convert your map to .ase, and import it into
the radiant as a misc_model. The only thing i'm not sure of is how visibility will be handled. It might want to import your entire as structural brushes which will probably kill you performance.

This is what my battleplan would look like:

- Get a working radiant (e.g. my netradiant package)
- Start a new map and add a misc_model entity.
  Set the model key so it points to your map .ase model
- Set the modelscale key if necessary
- The model will be non-solid by default, you will probably have to set spawnflags to 6:
  2 to make it solid, 4 to have it lighted, you will want to set _cs and _rs too
- I suspect you will have to make a large brush-box around your map model,
  texture the box with caulk
- add info_player_intermission, info_alien_intermission and info_human_intermission entities.
- add an egg and a telenode
- compile your map

If it works, use the prtviewer in radiant to check visibility, or check it ingame with r_showtris
and r_speeds. Keep in mind that whatever program you use to make your map, be it radiant, blender or
something else, you always have to learn about the inner workings of a map.
There's more to a map than placing walls and boxes.

I also said I've never made a map like that, so this post is not the holy book, but I hope it gets you going.
You have to create a caulk hull outside of the model for the map. Then you can hint as normal. The model needs to be meta-surfed with spawnflags 8(use netradiant to do this). Instead of just making a caulk box it is best to manually create the caulk brushes around the model so you can block vis properly.
Title: Re: Quake 3 .Map to Tremulous .Map
Post by: Repatition on September 13, 2009, 05:14:30 am
milkshape can import .blend and then export .map works great!!
Title: Re: Quake 3 .Map to Tremulous .Map
Post by: Minimum on September 21, 2009, 10:36:37 am
Sorry I took so long to reply. I'll have a go at these things when I have time, Its just I'm a bit of a noob at Radiant.

(The reason I made the map this way is because I have made multiple similar maps for other games in the same way).