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Topic Starter Topic: Blender 3D Quake 3 Map Exporter

Recruit
Recruit
Joined: 04 Oct 2015
Posts: 2
PostPosted: 10-04-2015 10:38 PM           Profile Send private message  E-mail  Edit post Reply with quote


Hi everyone,

Could you folks try out this map exporter and report any problems you find? The documentation is included with the zip.
https://sourceforge.net/projects/q3mapexporter/

Thanks!




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Theftbot
Theftbot
Joined: 07 Oct 2009
Posts: 483
PostPosted: 10-05-2015 12:28 AM           Profile Send private message  E-mail  Edit post Reply with quote


Cant get a simple cube(manifold/convex) to exp.for a map on 2.75a




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The Afflicted
The Afflicted
Joined: 14 Oct 2001
Posts: 581
PostPosted: 10-06-2015 02:12 AM           Profile Send private message  E-mail  Edit post Reply with quote


...ooooo, which build of blender??




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Recruit
Recruit
Joined: 04 Oct 2015
Posts: 2
PostPosted: 10-07-2015 12:23 AM           Profile Send private message  E-mail  Edit post Reply with quote


Theftbot wrote:
Cant get a simple cube(manifold/convex) to exp.for a map on 2.75a


Is it just not making a mesh?
If you want solid convex mesh, check the "Convex Brushes" option in Object tab with the cube selected (Details in the docs).




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True Nightmare
True Nightmare
Joined: 14 Nov 2000
Posts: 4216
PostPosted: 10-07-2015 08:55 AM           Profile Send private message  E-mail  Edit post Reply with quote


Not tried this yet but reading through the docs it appears individual objects have to be tagged one way or the other for proper export? Wouldn't it be more efficient to assume all objects in a Scenes are part of a map so objects get treated as *.map data unless otherwise tagged? In other words a mesh is exported as a brush volume by default unless specifically tagged as something else. Same would apply to lights, empties and other Objects used as 'entities' etc.

You might want to change "Model Brush" to "Brush Model" to avoid confusion (iirc the latter is the correct term for macro structures made from brushes func_group'd or func_static'd together to create a pseudo-entity).

[EDIT]Get a warning when installing to 2.73 saying the script was written in/for 2.74.

[EDIT II]Yeah just tested in 2.73a and ideally the script/tool needs to treat the scene as if it's an actual map that way anything NOT specifically tagged is automatically exported as a brush volume or game entity, else its exporting everything as series of individual *.obj models - for big projects it's just not practical to have to tag Objects as one thing or another UNLESS there's a reason to - this might also reduce the apparent complexity of the script and the tonne of options it seems to have (which seem to cater more to Q2 and Q1 engine requirements rather than Q3 and above which don't need those surface flags to be set... if you want to keep those maybe add a 'preset' option to set the tools for different engines and editing environment requirements).

Everything is basically there, just needs some reorganisation to make it more context sensitive. Good job so far.



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