Level Editor

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5 comments, last by ThamasTah 22 years, 8 months ago
Does anyone know a good 3d modeler geared towards level editing that can export to an ''easy-to-read'' file containing a polygon soup? I''d like to do my own spacial partitioning system, you see... Thanx in advance, Thamas Ps. An export util for UnrealEd would be nice
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Hey man,

My engine''s compiler sort of does what you described. It reads .map files from Q3Radiant and exports a vertex array and a list of polygons that index that array, so yeah it does pretty much export a polygon soup, the source for my compiler will be available soon, once I put the finishing touches on it !! If you were thinking of a slightly more 3D modelling app to edit with, I can''t help ... but there are lots of exporters etc... around so a quick net search should reveal something.

FatalXC
I''ve looked at just about all the editing packages available ... and by and far the best, and easiest to use is QERadiant ... why can''t the so called professional modelling apps take a leaf out of id''s book? and this is only meant as a tool to help level editing!

Most of the modelling packages are far to up there own arses - ponsy interfaces, which are totally unintuitive, and difficult to navigate! i would love to find a ''proper'' modelling package which allows the ease of use that QERadiant offers, combined with the power of the more advanced, specialised packages ... does such a package exist?

Just an opinion!
Hi there!

I''ve been using qED2 (www.3dmatrix.com) and I found it very easy to use; it has a cool interface, and a very well written tutorial and help file.
Anyway, I failed looking for the specs of BSP/PVS/MAP/Lightmaps of Quake 2, so I can''t use the levels I made on my own games.
If anyone has such information, please let me know

Thanks in advance!

Cristián Ramírez (gameovercl)
ICQ #38991565
Viña del Mar
CHILE
If you couldn''t find the specs of the q2/q3 .bsp files then you didn''t look very hard. Download the Titan engine, it loads/renders q3 .bsp files, do a search for "quake2 clone" and you''ll come up with some hits I bet.

Your other alternative is to compile your own format file from the raw .map file, which IMHO is much better as you have far more control over what you are doing, and can target it towards your project, rather than have to work through what q2 is trying to do.

FatalXC
what format id the .map file? am i right in saying that it doesnt''t include any normal data? how do you go about working out the normals???? I''m away from my machine, so i can''t check this - but i didn''t think that QER stored quads with any particular bindings ... won''t this be a problem?

regards
The MAP file is a plain text file. Each ''brush'' is a convex solid object defined by the intersection of a minimum of a six planes. Each plane is defined by three points. The order of these points defines the direction of the plane, ie. the plane normal. This normal is calculated by the cross-product of two vectors p1->p2 and p1->p3. A map is constructed from multiple brushes. For example, a basic room is made up of six brushes (four walls, floor and ceiling). When the MAP file is compiled into a BSP, the brushes are converted into polys.

This is all from memory. I haven''t actually touched the MAP file format since I started on a Quake 2 map editor in ''97 or ''98.

Steve ''Sly'' Williams  Code Monkey  Krome Studios
Steve 'Sly' Williams  Monkey Wrangler  Krome Studios
turbo game development with Borland compilers

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