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Author Topic: Using Blender to make maps  (Read 7778 times)
qubodup
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« on: July 11, 2008, 04:31:13 PM »

I just found this tutorial and since I'm no quake-mapping guru, I'd appreciate it if you could evaluate it and tell if it's useful.
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kit89
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« Reply #1 on: July 11, 2008, 04:47:30 PM »

If you find making architecture easy in Blender then yes it's very useful. Though personally I find that it isn't as efficient with brushes as I am in GtkRadiant.

I would find that using Blender to create landscapes and exporting to the .map format would be very useful indeed. Though for interior design I find it's to wasteful.
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Czestmyr
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« Reply #2 on: July 26, 2008, 11:43:41 AM »

Wow, man!

This is extremely useful to me (being a blender fan)! I will try mapping in blender - no more ugly rectangular level designs!

Thanks a lot.
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fromhell
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« Reply #3 on: July 26, 2008, 03:11:41 PM »

The issue with using modeling programs as a mapping programs is vising
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Czestmyr
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« Reply #4 on: July 26, 2008, 03:32:03 PM »

The issue with using modeling programs as a mapping programs is vising

That's true, but doesn't the tutorial mention this issue and address it with caulking and detail brushes? Maybe I missed the whole point...
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kit89
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« Reply #5 on: July 26, 2008, 05:43:45 PM »

The problem is your using a modelling package to create levels, this will naturally end up with some very poor level optimization. And in the end give yourself more work than less.
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Joshua
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« Reply #6 on: July 31, 2008, 10:21:16 PM »

The tutorial in question deals with exporting blender geometry to the .map format. This is not the same as making a map with models, the end result is all bsp.
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epicgoo
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« Reply #7 on: August 12, 2008, 07:15:19 PM »

iirc radiant tries to keep brushes convex. since blender won't care about convexity, exporter will generate more brushes.
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kick52
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« Reply #8 on: August 31, 2008, 11:08:32 AM »

I tried this.
It's a pain to texture everything, unless you enjoy going round and manually UV mapping *every* object.
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epicgoo
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« Reply #9 on: September 08, 2008, 03:52:48 PM »

haha! ouch
I'd project-from-view but still pita and hitb(heinz in the butt Tongue)

edit: or smart unwrap then bake uvs(but then you would need to set them as lightmaps or some other trick...)
... I wish there was a way to import map to blender with lightmap uvs so I could recalculate the lightmaps with radiosity and/or ao.
« Last Edit: September 08, 2008, 04:01:45 PM by f0rqu3 » Logged
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