Game Development Community

Blender on a mac... DIF?

by Alex Palmquist · in Artist Corner · 07/12/2006 (8:06 am) · 7 replies

Been looking everywhere for a exporter to .dif, but all i can see is either a dead end in the posts, or someone speaking of using a pc-emulator. Someone said that there was a map2dif-exporter somewhere, and that there should be some exporter for blender to .map... am i in the total blue about this? kinda wanna be able to make big buildiongs without all the collisionmeshes...

#1
07/12/2006 (8:38 am)
I don't believe that there is a finished .map exporter for Blender. There were a couple of them that were in development on their forums, but I don't remember seeing them completed...of course, I haven't been there for a while, either.

EDIT:
DIF Tools
#2
07/12/2006 (9:01 am)
I still lurk around here once in a while. There was the start of a .map exporter for torque using blender but hasn't been updated in a long time. You can still find the last version here at draekko.atspace.com/.
#3
07/12/2006 (9:31 am)
Alex,

You could try creating the map in MacRadiant, a port of gtkRadiant, which is a popular map editor for Quake III and derivatives. Download Here

Keep in mind though that it doesn't directly support torque - although you can use its Half-Life support in order to generate valid .map files for use in map2dif to generate your DIF (in a similar way to using Worldcraft).

Good luck!
#4
07/13/2006 (12:33 am)
Thnx for all the response!

I found the "export-map-0.1.6.py", wich seems to be for blender, but can not seem to find where to put the script. I have the blender.app on my disk, and when i look at the package, i can't seem to find where the other scripts are placed.

James:
i can not seem to get the MacRadiant to work, i start up the app, but nothing happens, only the app name in the upper part of the window.

This is why i would love a .dif-exporter for blender.
#5
07/13/2006 (5:04 am)
Alex: I don't have a mac so i am not sure for that platform, but under linux it goes in .blender/scripts in my home directory.
#6
07/13/2006 (5:09 am)
I figured it out...
i created a new folder on the drive called "blenderscripts" (just so i know what the content is later on, and so i can i easily find it), pressed "user preferences" in the big window in blender, pressed "default python script folder", and located my scriptfolder, and pressed "revaluate", and done.

now i have to figure out how to export it to .map, because everytime i try, i get error.
#7
07/13/2006 (5:10 am)
Anyone else feels like me, like an old C64, -Syntax Error- Please rewind and press play agan!