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Plan for Jason Richardson

Plan for Jason Richardson
Name:wingman 
Date Posted:Jun 14, 2004
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ms2map exporter
Ive been working with Rick Kelley (author of the generic .map exporter for milkshape) on a torque specific .map exporter over the last couple of weeks.

As of right now, all torque specific entities can be exported. The light entities color field is set based off the diffuse color of the material applied to it.

There is only one hurdle left to overcome: texture offsets. The problem is basically the same as the one Joe Sulewski is having, read here:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5851

And some screenshots showing off a building, portal entity, and 4 different color light entities in milkshape and in game:



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wingman   (Jun 14, 2004 at 19:40 GMT)
yea, i barfed the tags...thats what little sleep gets ya.

Davis Ray Sickmon, Jr   (Jun 14, 2004 at 19:45 GMT)
Cool - I like MilkShape, so, being able to build .difs with it will be nice! :-)

Bill Fox   (Jun 14, 2004 at 21:25 GMT)
I think that this topic is more thought about than what a lot of people think. You are doing the same thing I think I would do. There is no real need to create a DIF editor from scratch. Taking an existing application and using it for that purpose seems to me a much more efficient means to an end. Now by spitting out a MAP file when you are working in Milkshape won't you still need to run it through another editor or is there already a tool for converting your MAP file to final DIF? How would Milkshape be for creating maps? A few of the artists I used to know used Milkshape and they seemed happy with it, at least for the price.

wingman   (Jun 14, 2004 at 21:52 GMT)
I only dabble in modelling. Ive been using milkshape for a few years, and have grown accustomed to it. I dont have the time/desire to learn quark, hence the motivation to create a ms2map exporter.

As of right now, anything I could do in quark, I can do in milkshape. Building levels in milkshape is much easier than quark (for me that is).

And yes, after you export the .map, you have to use another program to convert it to a .dif. What im doing is simple: I placed the map2dif.exe in a folder. Any .maps i create get exported to this folder. I drag and drop the .maps onto the map2dif.exe, and bam, there's my .dif.
Edited on Jun 14, 2004 21:54 GMT

Joe Sulewski   (Jun 15, 2004 at 00:24 GMT)
FYI, I updated my plan to include images. Are these some of the problems you guys experienced?

wingman   (Jun 15, 2004 at 00:33 GMT)
Having problems with the textures aligning properly to the mesh, which doesnt look like your problem. A map from milkshape on the right, and quark on the left.


Edited on Jun 15, 2004 01:43 GMT

Joe Sulewski   (Jun 15, 2004 at 01:53 GMT)
It looks to me that your having a problem with the UV Vectors. I think your 1's and 0's are wrong. I don't know about Milkshape but in Blender and Quark the Y and Z axis are swapped from what I would think is normal. If you move an object up toward the sky you are moving in the Z axis. If in Milkshape up and down in the Y axis then it would cause you to map incorrectly. Of course I could be wrong.

Rick Kelley   (Jun 29, 2004 at 02:14 GMT)
Figured out proper texture alignments. Just have to figure out proper scale, rotation and offsets to finish this puppy up now :D
Joe: if you could add this image to the thread to show the progress:
http://www.drawcad.com/Rat/torquemap1.jpg
Edited on Jun 29, 2004 02:18 GMT

wingman   (Jun 29, 2004 at 03:42 GMT)
Joe? This is my plan, lol.

Good job Rick!

Benoit Touchette   (Nov 30, 2004 at 16:39 GMT)
any updates?

Rick Kelley   (Feb 26, 2005 at 19:39 GMT)
Here is a bit of an update, after a study with some MEL script on MAP export, I got cubic rotations correct for scaling and rotations, now I just need to figure out odd shape scale and rotations for brushes:
http://www.drawcad.com/3d/ms3dMAPtest.jpg
Edited on Feb 26, 2005 19:39 GMT

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