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the .map format

Started by DrZoidberg Dec 21, 2004 at 7:53 PM 1 replies 600+ views
Original Post
DrZoidberg
DrZoidberg
hello, i'm having a problem using the .map format. i'll give you some background info on what i'm doing, becasue there is probably an easier way (i hope). ok so i'm using the irrlich 3d engine for a new game i will be working on and it can load quake 3 bsp meshes / models what-you-wanna-call-it. for irrlich to load this it needs to be in a pk3 file (zip) and the files must be organized into folders withen the zip (maps, textures, env). first of all i tried using quake 3 level editors (radiant) with no luck. however, i found some tutorials that use gmax, a map exporter (GLB 2.2), and a q3 bsp compiler. so i made a simple level in gmax and textured it, exported it to a map file, then i had to manually edit the map file in notepad (change texture names and edit some stuff out), then finally i compiled it into a bsp, and zipped it all up. ok now i just write a few lines of code using irrlich engine and load it all up ... and wow it worked ... well except every single texture is not lined up (as it was in gmax) and the lights are completely screwed. now getting to the question ... so i said to myself this is pretty terrible, i do all this, for crap. so i got (what i thought) was a good idea. i'll just use valve hammer editor, use wally to make a wad and export to the .map format and everything will be all good ... except the maps that the gmax q3 map exporter create are slightly different than the maps that valve hammer editor gives me. the difference is this ... EDIT: these are different maps (as the vertices are difference, but the extra numbers are after every line in the valve map version) hammer editor version. ( -512 -512 0 ) ( -512 512 0 ) ( 512 512 0 ) CRETE4_FLR03 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 gmax map exporter version (version that works with q3 bsp compiler) ( -256 256 0 ) ( -272 256 128 ) ( -272 256 0 ) CRETE4_FLR03 0 0 0 1 1 as you can see the hammer editor version has lots of extra numbmers at the end of each line and [ ] also. what do the numbers at the end of each line do? why the extra numbers on the valve map version? any suggestions, on simplifiying this process? thanks for reading this post, and thanks in advance for any help.
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Salsa
Salsa
Moved: This question would be better answered in Game Programming.
Kult House - Fresh Production Media
phil_s
phil_s
The numbers within the square brackets define the texture axis and the numbers after the brackets are roation and x/y scaling values. This page describes the valve map format in more detail.

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