Talon Game

Refractory Studios

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#17 2014-01-02 03:16:06

sdfgeoff
Beta Tester
Registered: 2013-09-27
Posts: 102
Website

Re: Map editor

It sure does, some of which don't look all that great.
I would indeed like to try that tool.

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#18 2014-01-02 04:33:04

Scott
Refractory Studios
Registered: 2012-08-07
Posts: 437
Website

Re: Map editor

I put it up here: http://www.talongame.com/download/tools/makemap.zip

It's a simple command line tool, no installer. If you're going to make regular use of it, you'll probably want to make sure it's included in PATH.

Usage: "makemap [objfilename]" (without the .obj extension)

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#19 2014-01-02 06:17:58

sdfgeoff
Beta Tester
Registered: 2013-09-27
Posts: 102
Website

Re: Map editor

Well, I had a play with the utility, and got it to output a .map file. Unfortunately upon trying to open it with torque constructor it declared that all the brushes were malformed.
Even a simple cube has this problem.

Any ideas?

----
For other people using it, this:

Assertion failed: data.find('/') != std::string::npos, file obj.cpp line 69

Appears to mean you exported with materials.

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#20 2014-01-02 22:56:18

sdfgeoff
Beta Tester
Registered: 2013-09-27
Posts: 102
Website

Re: Map editor

I inspected the .map file, and found:

// This map file was generated by the obj2map converter
// written by Scott Richards
//
// Intended for use with the Torque Game Engine

{
  "classname" "worldspawn"
  "ambient_color" "0 0 0"
  "emergency_ambient_color" "0 0 0"
  "mapversion" "220"
  { // Cube_Cube.007
  }
}

As you can see, it contains absolutely no geometry data at all. I suppose that's what the output of the file is telling me when it says '1 brush 0 planes.'

I had a browse through the .map exporter for blender, and it appears that it does some checks for pre-existings CSG geometry, but only cubes and triangular-extrusions. I may put some time, thought and code into it and see if that can be extended easily.

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#21 2014-01-03 16:53:29

Scott
Refractory Studios
Registered: 2012-08-07
Posts: 437
Website

Re: Map editor

Well, that tool received very little testing, so I can't say I'm too surprised. I wrote it, ran I think one test, and didn't touch it again.

I think it might have something to do with the exactly structure of the OBJ file contents. I think it is expecting that each brush be a separate object. I was unable to get any work done at all yesterday, so I have many things to catch up on, but I'll look into this further when I can.

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#22 2014-01-04 02:27:19

sdfgeoff
Beta Tester
Registered: 2013-09-27
Posts: 102
Website

Re: Map editor

Each brush should have been a separate object, but I'll go check when I have some more time.

Don't worry about it, it's not essential, and we can survive without it!

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