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Research into .MAP format

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1 year 5 days ago - 1 year 5 days ago #1572 by DarkSynopsis
Replied by DarkSynopsis on topic Research into .MAP format
Well... I didn't even think about what happens with 2 brushes being connected >.> my testing so far had been separated brushes and it works just fine for a floor but if I then rotated said floor to be a wall what I had didn't work for putting that back so was trying to figure that one out.

But I just tried 2 brushes (floors) connected together and yep, that doesn't work, so... that's fun.

Already been wrapping my head around this all for a couple days, I did notice earlier the scnedit source has a "scnExportMap" in the exporter imagine its more it doesn't work vs it just isn't enabled though...

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1 year 5 days ago #1573 by Copy-Cat
Replied by Copy-Cat on topic Research into .MAP format
how did you rotate the floor to be a wall?

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1 year 5 days ago - 1 year 5 days ago #1574 by DarkSynopsis
Replied by DarkSynopsis on topic Research into .MAP format

how did you rotate the floor to be a wall?


Just went into the sideview, grabbed the brush, switched to rotate mode, grabbed a corner and rotated 90 degrees with SHIFT held for snapping.

Update:
Just did a test where I created the brush as a wall instead of rotating a floor and that works..

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1 year 5 days ago - 1 year 5 days ago #1575 by Copy-Cat
Replied by Copy-Cat on topic Research into .MAP format
that is what I was about to say, the only problem is what did they do when rotating objects?
Since we don't know, you have to include this in as a quirk and work it out,

The problem should only be the texture tho..

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1 year 5 days ago - 1 year 5 days ago #1576 by DarkSynopsis
Replied by DarkSynopsis on topic Research into .MAP format
That is indeed the problem, also didn't Sierra even make some maps in 3DS Max? or some modeling software and later port to map? there might just be too many quirks since the map.exe doesn't seem to standardize certain things when turning it into a scn.

I wouldn't say textures are a huge issue, easier to reapply a texture than rebuild a map but I'm fairly certain I could get that info over.

The JSON formatting here seems to be very close to an OBJ, could at the very least maybe get that out of this but the map would be all in one piece which isn't really what I was looking for, still be a lot of manual work to split that back up into brushes that Worldcraft would be happy with.

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1 year 5 days ago - 1 year 5 days ago #1578 by Copy-Cat
Replied by Copy-Cat on topic Research into .MAP format
The texture alignments are not important, only the texture name. re-texturing the map is one of the goals of the LRM mod.

Alternatively you could parse the incoming normal and uv data and modify it based on the actual direction (flipping the normals, and rotating the textures accordingly)

Here are the normal directions in a standard brush no modifiers. I do not know what the (.map data) values are but any standard brush should provide you with that data.
north - world
south - world face
east - world face
west - world
down - world
up - world face

When rotating a texture 90 - 270 degrees
take the x scale and make it (-) then adjust texture to your liking, after adjustments revert to (+) scale 

As far as the splitting the one piece, blender has options exporting obj files by material groups, but this will add an extra step to the process.

UPDATE: Worldcraft has a quirk when rotating brushes, it also happens with brushes that are rotated in a non nominal 90 degree angle, say 45 degrees for example. Later versions of WC and other similar programs fixed the issue.

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1 year 5 days ago #1580 by DarkSynopsis
Replied by DarkSynopsis on topic Research into .MAP format
Oh, I've already figured out the texture names it was just the alignments I haven't got around to yet.

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