Blender 3D Quake 3 Map Exporter

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Xembie
Posts: 2
Joined: Mon Oct 05, 2015 6:29 am

Blender 3D Quake 3 Map Exporter

Post by Xembie »

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
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: Blender 3D Quake 3 Map Exporter

Post by Theftbot »

Cant get a simple cube(manifold/convex) to exp.for a map on 2.75a
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Blender 3D Quake 3 Map Exporter

Post by dONKEY »

...ooooo, which build of blender??
Xembie
Posts: 2
Joined: Mon Oct 05, 2015 6:29 am

Re: Blender 3D Quake 3 Map Exporter

Post by Xembie »

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).
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Re: Blender 3D Quake 3 Map Exporter

Post by Kat »

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.
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
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