Title: Quick mapping question Post by: foul_owl on December 26, 2011, 12:57:00 PM When I open a .map file and see this:
{ "classname" "worldspawn" .... .... .... { (x1 y1 z1) (x2 y2 z2)(x3 y3 z3) ... (texture related vars here ) (x1 y1 z1) (x2 y2 z2)(x3 y3 z3) ... (texture related vars here ) (x1 y1 z1) (x2 y2 z2)(x3 y3 z3) ... (texture related vars here ) (x1 y1 z1) (x2 y2 z2)(x3 y3 z3) ... (texture related vars here ) (x1 y1 z1) (x2 y2 z2)(x3 y3 z3) ... (texture related vars here ) (x1 y1 z1) (x2 y2 z2)(x3 y3 z3) ... (texture related vars here ) } (for a brush I think) what exactly are those coords specifying? Triangles? Quads? Is the normal direction specified using counter clockwise vert order? (curl/right hand rule?) Thanks! Title: Re: Quivk mapping question Post by: grey matter on December 26, 2011, 01:15:20 PM Your best bet would be looking at *radiant/q3map2 code to check how these lines are interpreted.
Title: Re: Quivk mapping question Post by: foul_owl on December 26, 2011, 02:40:52 PM I was thinking I could dive into the source as a last resort. Isn't there a spec sheet somewhere?
Title: Re: Quivk mapping question Post by: grey matter on December 26, 2011, 03:49:11 PM I'm not aware of any official spec, but I haven't been around in those days either. You do know that the .map format in OA is the same as in Quake 3?
Q3World has a partial thread about .map specs (http://www.quake3world.com/forum/viewtopic.php?f=10&t=44396). Blender is said to have an .map export script, so some more source code for you to look at :) Title: Re: Quivk mapping question Post by: andrewj on December 26, 2011, 05:11:46 PM The brushes in a .map file are defined by a number of infinite planes, that's what the three coordinates on each line are.
A normal cube-shape brush needs six infinite planes -- a top, bottom and four sides. But brushes can have as little as four planes (e.g. pyramid), or a lot more than six. The volume of the brush is the three dimensional intersection of all the half-planes in it. Title: Re: Quivk mapping question Post by: foul_owl on December 26, 2011, 07:46:48 PM Ok sweet! That makes a lot of sense. So brushes can have any shape, defined by any number of planes?
What's the rule for how the normals go? Or are brushes always two sided? Yes, I know the specs are the same for Q3 and Openarena. Thanks! |