thunder Posted October 18, 2015 Share Posted October 18, 2015 Thread title says the question, is this really possible?https://www.garagegames.com/community/forums/viewthread/119907/1#comment-774373I am familiar with the gtk and have made W:ET maps for years... Quote Link to comment Share on other sites More sharing options...
rlranft Posted October 18, 2015 Share Posted October 18, 2015 T3D does not support the .DIFF format any more. So, in order to do this, you'd have to use the initial release of T3D MIT (go back in Git and check out the 2.0 tag I guess) and build that - then import your .DIFF objects and then use the DAE export option from the file menu.So, possible? Yeah, I guess. Fun? Probably not. Quote Link to comment Share on other sites More sharing options...
thunder Posted October 18, 2015 Author Share Posted October 18, 2015 T3D does not support the .DIFF format any more. So, in order to do this, you'd have to use the initial release of T3D MIT (go back in Git and check out the 2.0 tag I guess) and build that - then import your .DIFF objects and then use the DAE export option from the file menu.So, possible? Yeah, I guess. Fun? Probably not. too much hassle :)better of learning the constructor Quote Link to comment Share on other sites More sharing options...
Duion Posted October 18, 2015 Share Posted October 18, 2015 Better learn blender, pays off in the long run. Quote Link to comment Share on other sites More sharing options...
rlranft Posted October 18, 2015 Share Posted October 18, 2015 T3D does not support the .DIFF format any more. So, in order to do this, you'd have to use the initial release of T3D MIT (go back in Git and check out the 2.0 tag I guess) and build that - then import your .DIFF objects and then use the DAE export option from the file menu.So, possible? Yeah, I guess. Fun? Probably not. too much hassle :)better of learning the constructorI assume you meant "better off" - but Constructor was built with TGE and does not export DAE files, only DIF files (or .LWO files if you feel like using a different tool to convert Lightwave files to DAE). The files it exports can't be directly imported into T3D any longer because it no longer supports the .DIF file format. Learning Constructor is absolutely useless unless you intend to use the workflow that I just described. My point was (and still is) that using Constructor is "too much hassle" and you're better off (as Duion said) learning Blender (or some other modern modelling tool) because it exports DAE files - which is the only model format T3D now imports.Unless GTK Radiant exports DAE files? That would be good.... Quote Link to comment Share on other sites More sharing options...
thunder Posted October 19, 2015 Author Share Posted October 19, 2015 That would be great :)Well if its DAE that is the only thing that counts I might as well make them in Milkshape like my other models :) Quote Link to comment Share on other sites More sharing options...
rlranft Posted October 19, 2015 Share Posted October 19, 2015 Hell yeah - especially since it sounds like you're already familiar with Milkshape. Just do a test with something simple first - COLLADA is a standard, not a guarantee. Milkshape might be missing parts in the exporter (haven't heard anything yet, so it's probably fine). Quote Link to comment Share on other sites More sharing options...
Mud-H Posted October 20, 2015 Share Posted October 20, 2015 Few weeks ago, I made a research about it and I think the new GTK Radiant 1.5 can export to .obj (It have some limitation like Patches won't export...). After, you'd need to convert those .obj to .DAE with any 3D tool and it shoudl load in T3D. (I haven't tried yet...) .Some links that can help: GTKRadiant page: http://icculus.org/gtkradiant/GTKRadiant GitHub: https://github.com/TTimo/GtkRadianthttp://blenderartists.org/forum/showthread.php?325871-okay-did-you-know-gtkradiant-to-unityFrom that unity link: HowTo: - use gtkRadiant 1.5 (has brushexport 2 ) - select all the "brushwork" you want to export (i read "patches" dont work) (in gtkRadiant, you can draw a box around everything you want to select and click "select inside") - gtkRadiant -> "plugins, brushexport 2, export as obj, "collapse" - .obj -> import to blender - automerge all the vertices, flip all normals (all solid geometry, each face will be turned into a plane, and the planes seem to be inverted for me) - export to .obj I miss good old W:ET mapping which introduced me to game development :P Quote Link to comment Share on other sites More sharing options...
thunder Posted November 6, 2015 Author Share Posted November 6, 2015 It works, tested it.. And if you still wanna map, join us at http://www.thewolfteam.org/forum:-) Quote Link to comment Share on other sites More sharing options...
saindd Posted November 6, 2015 Share Posted November 6, 2015 q3map2 can compile to ASE, which you can convert to OBJ using pretty much any tool out there. Quote Link to comment Share on other sites More sharing options...
thunder Posted November 6, 2015 Author Share Posted November 6, 2015 q3map2 can compile to ASE, which you can convert to OBJ using pretty much any tool out there.true Quote Link to comment Share on other sites More sharing options...
saindd Posted November 6, 2015 Share Posted November 6, 2015 I would write a custom BSP loader, though. You're going to have a bad time with collision if you end up using ASE/OBJ from q3map2. It's not very difficult:http://www.flipcode.com/archives/Simple_Quake3_BSP_Loader.shtmlDealing with the Torque API will be the real trouble. Quote Link to comment Share on other sites More sharing options...
thunder Posted November 6, 2015 Author Share Posted November 6, 2015 I would write a custom BSP loader, though. You're going to have a bad time with collision if you end up using ASE/OBJ from q3map2. It's not very difficult:http://www.flipcode.com/archives/Simple_Quake3_BSP_Loader.shtmlDealing with the Torque API will be the real trouble. Do you mean I could use bsp maps instead? Quote Link to comment Share on other sites More sharing options...
saindd Posted November 6, 2015 Share Posted November 6, 2015 If you write your own loader, yes. It would be wiser to just integrate Assimp with T3D, actually. Then, you gain the benefit of using MD3 and MD2, along with a shitload of other formats. And you can help contribute to Torque's ecosystem. Quote Link to comment Share on other sites More sharing options...
thunder Posted November 8, 2015 Author Share Posted November 8, 2015 If you write your own loader, yes. It would be wiser to just integrate Assimp with T3D, actually. Then, you gain the benefit of using MD3 and MD2, along with a shitload of other formats. And you can help contribute to Torque's ecosystem.yea... especially me who just LOVE code... I wouldnt have the faintest Idea how to do this :)But ok.. I will google a bit :) Quote Link to comment Share on other sites More sharing options...
thunder Posted November 8, 2015 Author Share Posted November 8, 2015 btw,someone is working on just this..https://github.com/andr3wmac/Torque3D/tree/assimp. Quote Link to comment Share on other sites More sharing options...
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