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Author Topic: Quick mapping question  (Read 6813 times)
foul_owl
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« 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!
« Last Edit: December 26, 2011, 07:58:26 PM by foul_owl » Logged
grey matter
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« Reply #1 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.
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foul_owl
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« Reply #2 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?
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grey matter
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« Reply #3 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.

Blender is said to have an .map export script, so some more source code for you to look at Smiley
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andrewj
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« Reply #4 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.
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foul_owl
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« Reply #5 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!
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