Game Development Community

New Map Exporter

by Vincent BILLET · in Artist Corner · 12/04/2006 (3:51 am) · 57 replies

If you want to export .map files from blender with textures, lights and portals support, check my map_export.py here :

www.dragonheadstudio.com/down/map_export.zip

This script add Valve 200 (.map) export to blender's export menu.

www.dragonheadstudio.com/down/temple1s.jpg

Naming convention for portals :
Portal meshes must start with Portal, eg. PortalA, PortalMain, and son On

Light issues : Only Omni lights are currently supported.

Enjoy.
Edit : Link change
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#41
02/18/2007 (11:43 am)
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#42
02/18/2007 (11:45 am)
If you have been working with this script. What process do you use to convert to a BSP? Or is that format obsolete in your pipeline?
#43
02/18/2007 (11:48 am)
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#44
02/18/2007 (11:53 am)
That's exactly what I need thanks!
#45
02/18/2007 (11:55 am)
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#46
02/22/2007 (4:43 pm)
Ok so, lights are blender lights, and i know portals have to be named but, what should they be? a node a plane a cube?
#47
03/19/2007 (10:22 pm)
I'm certain that I'm bound to run into problems using this - but is there any kind of guide to using this script - if not are there any plans to make one? Any known problems with this script? Any plans for more development? I haven't started using it yet - but I'd like to be aware of known mistakes before I make them myself when possible =)

In the mean time I'll start trying things out myself - Thanks for the script! :)
#48
03/30/2007 (12:58 pm)
Benj, portals should probably be made from cubes - It's important, though, that you name the object "Portalxxx" Where the P in portal is capitol, and the 'xxx' is what ever name you want. For example the name of a portal in a doorway might be "PortalDoorway1"

Is it true that all of the textures need to be UV mapped for textures to work right?
#49
05/06/2007 (6:24 pm)
Well done Vincent, this is such a great resource to the community.
#50
05/06/2007 (6:29 pm)
So this can make .dif files if you have that map2dif thing?
#51
05/11/2007 (3:56 am)
Yes it works really well and I know personally you can build really complex items with it.

For TGEA:
The process is to create the model in Blender.
Then export the .dif file somewhere (eg house.dif).
Then "map2dif_plus -h house.dif"

Then make sure your house.dif is in the right place and add the model to your game.

For TGE use map2dif.exe instead.

Ok, especially @ Tyler because I can see this coming.......

Be aware of what a convex brush is and only use them. Google it if you need more info.

Export a cube first to show you have got your methodology correct before make a whole base and then posting "why doesn't it work?"

Also make sure you know what you are doing with textures and read this whole thread before asking why your textures don't appear.

It is my intention to create a video tutorial of the process sometime in the future.
#52
05/13/2007 (12:46 am)
Here is a tip for anyone having trouble exporting maps using this script.

Make sure you don't have any two faces on the same plane. Nor anything but a convex shape.

This is because the faces are stored as planes and it is the intersection of the planes that define the vertices.
#53
05/13/2007 (1:05 am)
Looking forward to that video!
#54
05/15/2007 (5:15 am)
...ok I've done a very quick video (probably not up to my normal standards but I think you'd prefer something over nothing right?).

It is only the first one of a few that are needed. It is very basic. It shows the very barest minimum to get a dif into Torque.

It requires Xvid.

If you want to mirror it, that is cool, just post the mirror here in this thread is all I ask. At this stage I do reserve all rights to it including publication.

It is 10.5Mb in size

www.users.on.net/~symes/movies/dif_1_output.avi
#55
08/25/2010 (10:07 pm)
The download link for Valve 220 appears to be dead, and i really need a reliable .map exporter, can anyone with this plugin or a mirror send me a dl url?

Im currently working on a T2 project called IronSphere (Wierd, i know), and im working on interiors in Blender.

Thanks in advance.
#56
08/26/2010 (8:46 am)
I changed server some time ago, and I never noticed that .py mimes were misconfigured... Sorry :S .
I changed the link to www.dragonheadstudio.com/down/map_export.zip
#57
08/26/2010 (7:50 pm)
I seriously just about shed a tear of glee when i saw your post. Thanks a lot buddy! :D
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