Blend > .map > .DIF
by Nigel Hungerford-Symes · in Artist Corner · 02/08/2008 (4:25 pm) · 14 replies
I've been successfully creating difs using blender for a while but am tired of the way my toolchain works ie I create a world in Blender then export it as map then open in Constructor and tweak things then export to DIF and open it in game.
I'm now looking to edit the blender .map exporter to include more "Torque" friendly things so that I can add items etc in Blender and not in Constructor.
Does anyone know if anyone else is already working on this? If so who (so I can get in touch with them).
I'm now looking to edit the blender .map exporter to include more "Torque" friendly things so that I can add items etc in Blender and not in Constructor.
Does anyone know if anyone else is already working on this? If so who (so I can get in touch with them).
#2
02/21/2008 (9:23 am)
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#3
For entity options, my main problem is that I don't know how to use these options in torque. If you have any doc on it, I will have a look.
02/26/2008 (12:46 pm)
For the cylinder problem, I plan to work on it. Cylinder isn't the only case.For entity options, my main problem is that I don't know how to use these options in torque. If you have any doc on it, I will have a look.
#4
02/26/2008 (1:53 pm)
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#5
Thank you for links about attributes, it will be very helpfull for tests. Now I will be able to test and make progress on this project.
02/26/2008 (4:16 pm)
I already thought to a similar solution for Valve 220 map format and Bzoo www.bzooworld.org. But the main difficulty is to retrieve the list of properties. I have not found a solution for that. If you know how to get properties list it would be very helpfull for these two projects.Thank you for links about attributes, it will be very helpfull for tests. Now I will be able to test and make progress on this project.
#6
02/26/2008 (4:33 pm)
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#7
02/26/2008 (4:41 pm)
Whaaaahoooo ! Thank you ! :)... This unlocks me on these two projects.... Blender, I come back... :)
#8
02/26/2008 (4:49 pm)
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#9
06/18/2008 (4:27 am)
Does somene still have a copy of the most recent Blender->map exporter? I found a link to one in this forum, but it's broken (the link, that is).
#10
06/18/2008 (4:35 am)
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#11
06/21/2008 (5:25 am)
Thanks for that :)
#12
If you're taking requests here to ;}
I love your exporter, it gives the most flexibility when building .map's. Thanks!
One thing i would love to se with your exporter is simmilar texturing as in max2Ctor
http://www.garagegames.com/blogs/66653/14123
Seems like your exporter only exports what texture is on each face, but i cant seem to get the exported model look the same as in blender.
06/21/2008 (6:06 pm)
@Vincent:If you're taking requests here to ;}
I love your exporter, it gives the most flexibility when building .map's. Thanks!
One thing i would love to se with your exporter is simmilar texturing as in max2Ctor
http://www.garagegames.com/blogs/66653/14123
Seems like your exporter only exports what texture is on each face, but i cant seem to get the exported model look the same as in blender.
#13
Preserv texture coordinates when exporting, thats what i ment..
Every .map i export with textures only preserves what texture is on each face but not the coordinates.
oh some more "friendly" things that would come in handy could be the same method used for "portals" but with "detail brushes", "Triggers" "collision" etc.
Maybe that could work with "mirror brushes" to exept i guess the whole brush would be a mirror not just one side..
06/25/2008 (3:52 pm)
"Seems like your exporter only exports what texture is on each face, but i cant seem to get the exported model look the same as in blender."Preserv texture coordinates when exporting, thats what i ment..
Every .map i export with textures only preserves what texture is on each face but not the coordinates.
oh some more "friendly" things that would come in handy could be the same method used for "portals" but with "detail brushes", "Triggers" "collision" etc.
Maybe that could work with "mirror brushes" to exept i guess the whole brush would be a mirror not just one side..
#14
It might be interesting to have that for Torque as well, but I don't know Python code when I see it :-)
Edit : misspelled the blender2crystal name
08/20/2008 (2:08 pm)
Sorry to dig an old thread up again, but it seems to me you want something like what is being developed in Blender2crystal. It might be interesting to have that for Torque as well, but I don't know Python code when I see it :-)
Edit : misspelled the blender2crystal name
Torque Owner Vincent BILLET
Default Studio Name
What kind of "Torque friendly things? If you have some ideas i could complete the script.