Author Topic: blender to gtkradiant  (Read 4395 times)

endtheunion

  • Posts: 8
  • Turrets: +0/-0
blender to gtkradiant
« on: January 28, 2007, 07:44:17 pm »
hello everyone,

i'm interested in doing some mapping. i know that i'll have to use gtkradiant at some point, but since i'm familiar with modeling in blender what i'd like to do is model the map in blender and then transfer the model to gtkradiant to finish the job there. i've installed gtkradiant and it seems will only open/import .map and .reg files. i've found a thread on blender artist forums that mentions blender .map exporters, but neither of them will show up in blenders scripts/export menu.

so, what i'm looking for is a way to get a model from blender to gtkradiant. any suggestions on this would be really useful.

thanks.

whitebear

  • Posts: 659
  • Turrets: +35/-20
blender to gtkradiant
« Reply #1 on: January 28, 2007, 07:54:42 pm »
I don't think importing something complex as that is possible since you can't even make corners editing vexters.

endtheunion

  • Posts: 8
  • Turrets: +0/-0
blender to gtkradiant
« Reply #2 on: January 28, 2007, 08:23:25 pm »
hello whitebear - thanks for the interesting feedback. i'm not a hundred percent sure what a vexter is, but i'll look into it.

Survivor

  • Posts: 1660
  • Turrets: +164/-159
blender to gtkradiant
« Reply #3 on: January 28, 2007, 08:32:07 pm »
Try asking here. http://quake3world.com/forum/viewforum.php?f=10
They live for mapping
I’m busy. I’ll ignore you later.

endtheunion

  • Posts: 8
  • Turrets: +0/-0
blender to gtkradiant
« Reply #4 on: January 28, 2007, 08:36:31 pm »
fantastic link survivor, thanks for that.

[COM-IT]Styx

  • Posts: 34
  • Turrets: +0/-1
blender to gtkradiant
« Reply #5 on: January 30, 2007, 12:30:13 am »
export to ase than add as static model in map

Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
blender to gtkradiant
« Reply #6 on: January 30, 2007, 02:12:24 am »
Quote from: "whitebear"
I don't think importing something complex as that is possible since you can't even make corners editing vexters.
Many parts of Transit were made in 3dsMax, from what I remember.

vputz

  • Posts: 11
  • Turrets: +0/-0
blender to gtkradiant
« Reply #7 on: February 06, 2007, 11:04:23 pm »
For what it's worth, I'm trying to do something similar.  I've got the export script for Blender to ASE working, but loading objects in GtkRadiant was giving me a "NO SHADER FOUND" message.  I solved this by editing the ASE file by hand and changing the MATERIAL_NAME for my material to "textures/arachnid2/dirt_1" (ie just some texture/material that's in the game already--if you're adding textures of your own, this will be different--just be aware that the Blender->ASE exporter will expect material names to be path names of textures/shaders you can use in GtkRadiant).

You can then insert these exported objects by right-clicking, saying "miisc->misc_model" and importing an ASE that way.  I think this will just create a displayable object (you'll have to be more clever to have it create walls that resist the player, etc).

I'm not home free, though.  My hideous object shows up in the editor, but there's no trace of it in the created BSP (or when I load the level in Tremulous)--it's like it isn't even there.  So I'm obviously missing something about that..  At least it's a start.