Game Development Community

Blender dif/map

by Tomas Cokis · in Artist Corner · 11/23/2008 (2:55 am) · 9 replies

Is there some kind of exporter for dif/map with blender that will work with mac? I heard that there was some kind of exporter that you can use but then you need to put it though a program thats windows only.

Anyone have a solution (thats free)

#1
11/23/2008 (3:20 am)
I'm not aware of a map2dif for mac. Constructor works on mac. It can read in a .map and export as a .dif.
#2
11/23/2008 (7:12 am)
I'm not a Mac user but the windows version of Blender comes with a .map exporter. Have a look in Blender for file --> export --> Quake3 .map. Then load your.map into Constructor and export as DIF.
#3
11/23/2008 (11:31 pm)
Mac has the quake 3 map thing too, I'm just a bit to confused. Thanks for that
#4
11/24/2008 (4:06 am)
Ok, new kind of question/problem.

I've made a simple cube in blender, I do a UV smart unwrap, I go new image, texture painting, scribble and save as cube.png Then I export as map file, change none of the export options and export to the same root as the UV. Then I open it in constructer and the texture fails to come up, I try to export as dif and it crashs.

I suspect I have missed some kind of stage in the modeling process, do dif's need nodes?

I'm really sorry for plaguing the forums with my own problems but I have found no real solution to this.
#5
11/24/2008 (6:33 am)
Blender tutorials on exporting with materials here: www.users.on.net/~symes/gamedev/videotuts/videotuts.html
#6
11/24/2008 (6:40 am)
You can't UVmap a Binary Space Partition (DIF format). BSP is not a model - won't work.

Do your texturing in Constructor. Just export the .map file from Blender with NULL surfaces (which should be the default).

Here's a Blender-2-map tutorial that should answer any questions.
www.katsbits.com/htm/tutorials/blender_export_model_to_map.htm

edit:
You can apply a texture to a surface in Blender, but you can't size it and the structure of the directory has to be the same as your Constructor texture albums, and so won't always link easily.

A way to get the correct directories is to edit the .map by hand, open it up in a file/text editor like notepad C++, and then edit the texture name/directory by changing mywall to mytextures/mywall for example.

You'll still have to resize the textures in Constructor to fit as you want.
#7
11/24/2008 (6:48 pm)
Thanks guys, this is a great help. just one more thing though. Can you do curved surfaces?
#8
11/24/2008 (7:31 pm)
Bezier curves are not implemented in Torque DIF surfaces.
#9
11/24/2008 (11:58 pm)
Whats the maximum/minimum angle