Preparing Import/Export with Blender (.aes/.map)
Posted: Fri Aug 05, 2016 6:29 pm
First of all, I really want to say thank you to Misantropia, if he's still around. When I was a kid, I got a lot of help from him on the forums, which was my entry into programming/development.
I haven't touched the game in years, but I had a spur-of-the moment idea to create a single-player stand-alone using ideas I've been kicking around for a while, and seeing QuakeJS inspired me. So I just recently stumbled into his username, again and it brought back good memories of his helpful attitude. I actually stumbled into his GitHub account from a thread here and didn't realize it was actually his, and was happily surprised to find out he worked on nodeJS.
Anyway, I'm not trying to spend all my time on this hobby project, but without getting into it too much, the idea is going to focus on some thematic overhauls, with none other than *the* InstaUnlagged as the feature gameplay mechanic. I'm working on a story set out in space, so all the graphics intend to be new and beautiful, and I'm very excited. So, that's why I need to do some importing into Blender, so I can play around with some advanced techniques I have in mind.
Now the fun begins. I have written a question here[1], but basically, how to I preserve "brushes" when importing/exporting to/from Blender? Any suggestions. Thanks guys!!!
Full details:
[1] http://blender.stackexchange.com/questi ... to-brushes
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xoftware.org
Christian Research Open-Source Software
I haven't touched the game in years, but I had a spur-of-the moment idea to create a single-player stand-alone using ideas I've been kicking around for a while, and seeing QuakeJS inspired me. So I just recently stumbled into his username, again and it brought back good memories of his helpful attitude. I actually stumbled into his GitHub account from a thread here and didn't realize it was actually his, and was happily surprised to find out he worked on nodeJS.
Anyway, I'm not trying to spend all my time on this hobby project, but without getting into it too much, the idea is going to focus on some thematic overhauls, with none other than *the* InstaUnlagged as the feature gameplay mechanic. I'm working on a story set out in space, so all the graphics intend to be new and beautiful, and I'm very excited. So, that's why I need to do some importing into Blender, so I can play around with some advanced techniques I have in mind.
Now the fun begins. I have written a question here[1], but basically, how to I preserve "brushes" when importing/exporting to/from Blender? Any suggestions. Thanks guys!!!
Full details:
[1] http://blender.stackexchange.com/questi ... to-brushes
---
xoftware.org
Christian Research Open-Source Software