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Monder

GTK Radiant .Map Format

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Ok I''ve started to create a simple 3d engine. Instead of writing a map editor myself I thought I would use GTK Radiant. I have looked through the structure of the .map file format it uses worked out what does what and wrote a parsing routine to load the data in. Now each brush has a list of vertices. There are 3 vertices per line then a load of texture stuff. For a cuboid shaped brush there are six of these lines so you have altogether 6X3 vertices to describe a cube ie 12. I made a basic ogl app that runs through each line and treats each group of three as a tri which obviously didn''t work. So I have 12 vertices to create a cuboid from. I have no idea how. Can anyone help me out?

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Well I''ve found a post on some message board that says the brushes are described in the file by using a plane for each side. So in a file every brush is described by planes (I removed the texture stuff cause it isn''t relevent)

( 136 128 0 ) ( 0 128 0 ) ( 0 16 0 )
( 0 16 128 ) ( 0 128 128 ) ( 136 128 128 )
( 0 0 8 ) ( 136 0 8 ) ( 136 0 0 )
( 128 16 8 ) ( 128 128 8 ) ( 128 128 0 )
( 136 128 8 ) ( 0 128 8 ) ( 0 128 0 )
( 0 128 8 ) ( 0 16 8 ) ( 0 16 0 )

This is a cube shaped brush. It is 128 units tall,wide and long. So each line describes a plane that is 128 X 128 units. Can anybody work out how you would get the plane information from the stuff above?

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This has been discussed many, many, many times. Here:

http://www.gamedev.net/community/forums/topic.asp?topic_id=82915

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