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OpenArena Contributions => Maps => Topic started by: foul_owl on December 26, 2011, 12:57:00 PM



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!