Game Development Community

Revisiting Blender...

by Kirby Webber · in Torque Game Engine · 02/11/2005 (7:33 am) · 8 replies

I've had a touch and go history with Blender for many years. While its features were enticing to me, its interface was not.

With the latest version of Blender, however, I am seeing tools much akin to those in an application I wholly admire - ZBrush! =)

That said, I am heading back into "Blender Space" and have a copy of the latest Blender Book on the way - time to learn this puppy once and for all (and have the feeling that once I do I'll never go back).

I've been doing some research about using Blender with Torque, and so far so good, but I have one unanswered question:

Is there a pipeline through which one could create *.dif interiors and structures through Blender?

I'd assume that if it's possible, it woud be by exporting geometry through Blender -> *.map -> map2dif -> *.dif.

Unfortunately I've been unable to locate solid information on a Blender -> *.map exporter... hopefully I'm just blind and am overlooking the obvious.

~ Thanks in advance. =)

#1
02/11/2005 (1:28 pm)
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Anyone have a thread defibrillator?
#2
02/11/2005 (2:01 pm)
I started working on one but then got too busy. So Benoit is taking over some of it and I plan to get back to working on it with him soon.

http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5851

Joe
#3
02/11/2005 (2:02 pm)
Don't know aobut converting to .map... interesting idea though, to be honest never thought on using Blender much for levels... it seems to be a powerful enough tool for modeling though ... Have exported some very basic characters out of it (just in testing sequence exporting) and finally got it to work
#4
02/11/2005 (2:13 pm)
Joe - good to know, I'll be keeping my eyes peeled for future updates. ;-)

Matthew - I figure, if the Max users get to build levels in Max, then surely there must be a way to do it in Blender.

I mean, I assume that those who use the 'built-in' Blender game engine don't use an external app to generate their levels... do they?

I think it would rock at any rate.

I did find some allusions to a .map exporter that was originally used for getting blender files into crystal space, but nothing solid yet.

I plan to dig around over the next week pretty hard and see what I can come up with.

My new project requires some reasonable facsimile of bezier curves in the architecture. I think a modeller would be far easier than doing that by hand in Quark... and Radiant? Pfffft. Right, Like I'm gonna drop 5k on an editor to use with my $100 game engine. LMAO! =P
#5
02/12/2005 (8:34 pm)
Kirby let me know what you find out, it would be interesting to see whats what :)

And for those tuning i have released a very pre-alpha version, see my latest .plan.
#6
02/17/2005 (9:03 am)
Benoit:

I've found information on converting blender files to the *.map format to be severly limited.

I did find a *.pdf on creating level geometry in blender and co0nverting it for use in the Crystal Space engine.

I suspect that the information provided will be of limited (if any) usefulness to you, but it couldn't hurt to provide you with it at any rate. ;-)

http://www.cs.indiana.edu/~joellis/CSTutorial.pdf

Beyond this questionable tidbit, there's a virtual void of information on the subject.
#7
02/17/2005 (5:27 pm)
Thanks for the info, i've managed to improve it somewhat recently, check it out at www.draekko.org.
#8
02/17/2005 (10:32 pm)
Looks nice Benoit. Keep up the good work!