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Blender 3D Quake 3 Map Exporter

Posted: Mon Oct 05, 2015 6:38 am
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!

Re: Blender 3D Quake 3 Map Exporter

Posted: Mon Oct 05, 2015 8:28 am
by Theftbot
Cant get a simple cube(manifold/convex) to exp.for a map on 2.75a

Re: Blender 3D Quake 3 Map Exporter

Posted: Tue Oct 06, 2015 10:12 am
by dONKEY
...ooooo, which build of blender??

Re: Blender 3D Quake 3 Map Exporter

Posted: Wed Oct 07, 2015 8:23 am
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).

Re: Blender 3D Quake 3 Map Exporter

Posted: Wed Oct 07, 2015 4:55 pm
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.