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gameovercl

Using WorldCraft??

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gameovercl    122
Hi there! I''m programming an engine (who isn''t ? ) with AI, models, BSP trees, PVS/CSG and some other features like networks. For the graphics I use OGL, and for the other "components", DX 8.1. Well... what I need now is to test it with some cool worlds, so I was wondering if there is somewhere the specifications for the WorldCraft-generated files, in order to use them on my own games. Thanks in advance!

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RipTorn    722
the .map files worldcraft exports are not binary. which makes em easy to read and generate. To know what exactly each part is, the valve-editing-resource-centre has a info page somewhere about it...

http://www.valve-erc.com/

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gameovercl    122
Thanks, RipTorn. I checked the site and found some info... but very incomplete. I wish I could have the COMPLETE MAP file format ¿maybe on the Half-Life SDK?
¿Any ideas or links?

Thanks in advance!

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RipTorn    722
yes. it is very incomplete... it''s not something i''ve looked into before, but when I have edited the .maps, it has seemed to explain it''self, especially when it came to entities.

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Lukerd    122
Another way of creating worlds is to use Q3Radiant and convert the BSP files using Nate Miller's BSPConv. This stores the vertices, faces, textures and lightmaps in an easy to use format. This also means you can convert any Quake 3 map to use in your engine. Thats what I did.

Then you can edit the convertor source to convert entities, curved surfaces etc. It shouldn't be too hard.

Heres a link to the convertor.

Heres the output format.

And heres Q3Radiant.

I hope that helps.

"To err is human, to really mess up requires a computer"

"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former. "
- Albert Einstein


Edited by - Lukerd on February 7, 2002 4:24:13 AM

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