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Research into .MAP format

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1 year 4 months ago - 1 year 4 months ago #1529 by Copy-Cat
Replied by Copy-Cat on topic Research into .MAP format
Just want to throw this out here. There is an objtomap converter that I was using a couple of years ago that got me close to what I needed to recreate the maps in WC, but worldcraft lacked the functionality of a true 3d modeling program such as Maya.

I began using maya and the objtomap converter to import my recreated maps into WC.

With this said, is it possible to take this converter for the geometry only and rework it to work. I am not concerned with the entities since we can export them to map for map straight from the scn.

Is this right along the lines of what you guys are trying to do? or did I fail..

"Select all.... Copy....Submit"

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1 year 4 months ago - 1 year 4 months ago #1531 by DarkSynopsis
Replied by DarkSynopsis on topic Research into .MAP format
That JSON file lays it all out pretty nice, I think another base_map with 2 brushes could be handy to see how the JSON outputs multiple brushes while keeping the data being worked with to a minimum.

Taking a quick looking at anything tied to textures I wouldn't even know where to start, though I'd say worry about that once geometry is working.

Entities don't seem to change too much between the .map and .json so they seem easy enough to convert.

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1 year 4 months ago #1537 by Slippery Jim
Replied by Slippery Jim on topic Research into .MAP format
Not sure how interested my son is in pursuing this DarkSynopsis. Feel free to take the ball and run with this. He probably is only interested in the coding side of things.

Ya textures are of limited importance compared to geometry. It is moderately easy to re-apply textures (except on geometry that was tied to an entity then rotated).

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1 year 4 months ago #1539 by DarkSynopsis
Replied by DarkSynopsis on topic Research into .MAP format
That's fair, would it be possible to get the scn2json script now that it outputs better formatted?

Would save me asking for different jsons for testing :P

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1 year 4 months ago - 1 year 4 months ago #1540 by Slippery Jim
Replied by Slippery Jim on topic Research into .MAP format
I will ask him if he is okay with that. I shouldn't just assume he isn't interesting in working on this more.

Update: okay he is fine with sharing the files with you.

At this time though I ask that you keep them private. Haven't even considered how we feel about releasing this as a ripping tool to the public or how we feel about making one. If we get any progress then will be the time to consider the bigger picture.

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1 year 4 months ago #1541 by DarkSynopsis
Replied by DarkSynopsis on topic Research into .MAP format

At this time though I ask that you keep them private. Haven't even considered how we feel about releasing this as a ripping tool to the public or how we feel about making one. If we get any progress then will be the time to consider the bigger picture.


No Worries, just for my own tinkering :)

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1 year 4 months ago - 1 year 4 months ago #1568 by DarkSynopsis
Replied by DarkSynopsis on topic Research into .MAP format
Going over the json for the basic_map again it seems like you need to start with the faces section and each number in the array correlates with different sections of file and following that I can pull the verts that makes up each face, not sure on all the values in the array so far but its a start.

Hopefully with more brushes some number in the array defines what brush the face is meant to belong to otherwise I wouldn't know how to separate them back into different section for the .map, right now with 1 brush we know all those verts go into one section.

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1 year 4 months ago - 1 year 4 months ago #1571 by Copy-Cat
Replied by Copy-Cat on topic Research into .MAP format
I want to mention that the scn file only contains visible faces from brushes not affected by tiling, cell groups, adjacent brushes and other oddities that occur when the .map file gets converted to the scn.
What I am trying to say is, although you have the coords for 1 triangle(3verts) you only have 1 triangle of 1 face that can contain up to 10 triangles on a brush missing 5 faces.

If you gonna start small may I suggest adding 1 brush adjacent to the 1rst brush with the same texture and aligned.

Notice that the 2 brushes now become 1 brush and you will have only 12 triangles for 2 brushes when you convert back to map

if you separate the brushes you have 24 triangles for 2 brushes when you convert back to .map.

There are other oddities that will occur. This is one that I found to be troublesome when I recreated the original swat maps back into WC.

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