[Bf-python] Quake Map export script

Campbell Barton cbarton at metavr.com
Mon Dec 18 07:06:21 CET 2006


Guys, Seems theres some interest, can we continue discussion here?

http://blenderartists.org/forum/showthread.php?t=84700

Alexander Zubov wrote:
> I just joined this newsgroup (thank to one guy ;)
> And I would like to help to evaluate/test .map
> exporter (and help to design it if nobody minds :)
> I worked a little bit with Campbell's exporter and I
> really like it even though it misses few features.
> I think it's unnecessary to support all engines that
> use .map files. There are too many of them and a lot
> of professional level designer use specialized tools
> like GTKRadiant or QuArK to make their levels.
> I think Quake 3 .map format is most widely used
> novadays.  First of all there are bunch of games made
> using Quake 3 engine. Check it out please:
> http://en.wikipedia.org/wiki/Quake_3_engine
> Second of all is the fact that Quake 3 engine released
> under GPL and a lot of game developers are using it as
> a foundation for their future projects. And third -
> there are engines, Quake technology based engines,
> that support Quake 3 .bsp levels (that requires to
> have Quake3 .map files) and which can be used in
> commercial indie game development.
> So I really don't see a reason to support any other
> .map formats other than Quake 3. At least until we
> have working, fully featured Quake 3 .map exporter for
> Blender. And everything else can be derived from that
> exporter.
> The exporter created by Campbell Barton can export
> brushes, patches, it can parse mesh to set of brushes,
> which is totally cool :) If we could add texturing
> options, entity list and entity features, we would
> have good and solid tool that would allow us to
> minimize use of GTKRadiant.
>
> Alexander "motorsep" Zubov
>
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-- 
Campbell J Barton

133 Hope Street
Geelong West, Victoria 3218 Australia

URL:    http://www.metavr.com
e-mail: cbarton at metavr.com
phone: AU (03) 5229 0241




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