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quake .MAP loader

Started by February 28, 2005 09:55 PM
8 comments, last by BGCJR 19 years, 11 months ago
Can't file quake .map loader source code!!!!! Where can anyone find it?!?!?!?!?!!?!?!!?!?!?! Bobby
Game Core
Try GOOGLE!!!!!!
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Write your own. It's a .map file for crying out loud.
---2x John Carmack
I'm trying to convert duke nukem 3d maps to opengl.

i've used dukeconv for duke 3d map to halflife map

Bobby
Game Core
I'm trying to convert duke nukem 3d maps to opengl.

i've used dukeconv for duke 3d map to halflife map

Bobby
Game Core
I'm trying to convert duke nukem 3d maps to opengl.

i've used dukeconv for duke 3d map to halflife map

Bobby
Game Core
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Do you have the source of the .map file? If you could post it here I could help you on how to read it. I've never looked at the contents of a .map file(is that even standardized?), but it shouldn't be anything away from the norm.
its quite easy file format. I would recomend getting QRadiant, and doing some tests with simple maps. Then you can get source code of QRadiant when you will want to do some with patch surfaces, there is some weird code to get texture coordinates from whats put inside map format. And dont think its going to be as easy as reading XML, you will get a hadache one or two before it will start working with all maps.
Quote:
Original post by BGCJR
I'm trying to convert duke nukem 3d maps to opengl.

i've used dukeconv for duke 3d map to halflife map

Bobby


Whoot!! tripple post.

Quote:
Original post by Mezmirous
Do you have the source of the .map file? If you could post it here I could help you on how to read it. I've never looked at the contents of a .map file(is that even standardized?), but it shouldn't be anything away from the norm.


.map files are for the most part standardized as it is mostly used in quake based games (quake 1-3, halflife, halflife2 i think and doom3 and many many more)

the map format does not store polygons like normal 3d formats, instead it stores groups of planes that formes a convex geometric form, like a box, wedge or a faceted sphere.

these lines are what defines a plane (note this is for q3 in gtkradiant)
( 237 179 0 ) ( -237 179 0 ) ( 237 -179 0 ) urban_terror/concre 0 0 0 0.500000 0.500000 0 0 0

the first three groups define tree points that makes a plane.
Then comes the texture name(including the path within the texture directory).
then the last numbers is a thing that differ between the games, but they are all texture displacement cordinates.
for quake it is
x_off - Texture x-offset
y_off - Texture y-offset
rot_angle - floating point value indicating texture rotation
x_scale - scales x-dimension of texture (negative value to flip)
y_scale - scales y-dimension of texture (negative value to flip)
the last three ones i have no idea of what they do, ignore them.

if you scroll down to the middle of the second lonk below, you can find some sourcecode for cliping planes into polygons and stuff like that.


these are some explinations on some things regarding the map format.
http://www.planetquake.com/qref/bsps/info.html
http://collective.valve-erc.com/index.php?doc=1046009676-69365000

[Edited by - lc_overlord on March 4, 2005 3:42:06 PM]
thanks for the replies.

I will get to work on it.

Bobby
Game Core

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