Pages: [1]
  Print  
Author Topic: How to model Blender and export to GTKr with decent brushwork.  (Read 4278 times)
kick52
Member


Cakes -1
Posts: 230


« on: January 23, 2008, 02:36:39 pm »

Once you have your map in Blender, export to .obj (make sure you have the bits you want selected.)

Then, get ObjToMap:

"
http://savage747.sa.funpic.de/ObjToMap.jar

You can invoke it with

java -jar ObjToMap.jar input.obj output.map

You can specify a custom scaling factor:

java -jar ObjToMap.jar input.obj output.map 256"

And boom. A lot better than the packed export script in Blender, it messes up the geometry and is very inaccurate.

Have fun, easy mapping.
Logged
iLeft.bye
Member


Cakes 1
Posts: 188



« Reply #1 on: January 23, 2008, 03:11:06 pm »

there is a non java version
but it still no good because it creates 1 brush for 1 triangle
but there is no other way to keep them convex
Logged
kick52
Member


Cakes -1
Posts: 230


« Reply #2 on: February 08, 2008, 01:07:38 am »

there is a non java version
but it still no good because it creates 1 brush for 1 triangle
but there is no other way to keep them convex

Yeah. Now I'm just using the .ase exporter.
Logged
vennatorr
Nub


Cakes 0
Posts: 15


« Reply #3 on: February 20, 2008, 05:36:40 pm »

for people who haven't used the ase exporter yet, it is available here.

the script only works if you have assigned a material and texture to the mesh. (weird blender thing). once you have exported the ase file you need to open it up with a text editor and edit the bitmap line (line 34ish) to refer to openarena's file structure. something like this.
*BITMAP "textures/base_floor/floor3_3dark.jpg"
Logged
Pages: [1]
  Print  
 
Jump to: