Pages: [1]
  Print  
Author Topic: Quick mapping question  (Read 3734 times)
foul_owl
Nub


Cakes 0
Posts: 4


« 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
Member


Cakes 8
Posts: 381

>9k


« 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.
Logged

This space is for rent.
foul_owl
Nub


Cakes 0
Posts: 4


« 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?
Logged
grey matter
Member


Cakes 8
Posts: 381

>9k


« 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
Logged

This space is for rent.
andrewj
Member


Cakes 24
Posts: 581



« 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.
Logged
foul_owl
Nub


Cakes 0
Posts: 4


« 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!
Logged
Pages: [1]
  Print  
 
Jump to: