Worldcraft .map files
Hi there,
Does anyone know how to convert .map file brushes into polygons?
Thanks in advance
Gareth
Yeah, you''re on the right track... why bother making an OK level editor when you can use an existing great one??
Heres some urls to help ya out:
http://halflife.gamedesign.net/resources/mapformat.shtml
http://www.flipcode.com/tutorials/tut_levedit.shtml
I can''t really comment on how good these are since I''ve yet to look at this in detail myself, but they look like they''re pretty straightforward.
Heres some urls to help ya out:
http://halflife.gamedesign.net/resources/mapformat.shtml
http://www.flipcode.com/tutorials/tut_levedit.shtml
I can''t really comment on how good these are since I''ve yet to look at this in detail myself, but they look like they''re pretty straightforward.
Protozone
January 12, 2001 01:33 PM
I havn''t been using opengl for long but I have used the .map loader from flipcode. I got it working with difficulties but it seems good. However, no normals are included so you have to make your own. And secondly you arn''t given texture coordinates, some strange system of scaling, rotating and aligning to world axis is used which I coulnd''t figure out, ask for any help.
Now I''m trying to use unreal text output files. By also exporting the graphics and sound I will be able to have unreal + UT levels loaded and rendered (I will also make my own). The output is a little more complex but the ''real'' data is easy enough with texture names, normals, vertices texture uv etc. All you need, its just hidden in loads of junk.
Now I''m trying to use unreal text output files. By also exporting the graphics and sound I will be able to have unreal + UT levels loaded and rendered (I will also make my own). The output is a little more complex but the ''real'' data is easy enough with texture names, normals, vertices texture uv etc. All you need, its just hidden in loads of junk.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement