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[NEED HELP] .map File Specifications - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Editing and Concept Art (https://forums.xonotic.org/forumdisplay.php?fid=11) +--- Thread: [NEED HELP] .map File Specifications (/showthread.php?tid=7334) |
.map File Specifications - Antares* - 04-07-2017 I assumed it would be the same as Quake's, but looking at http://www.gamers.org/dEngine/quake/QDP/qmapspec.html and loading the sample map there results in absolutely nothing in Net Radiant. But then a brush from some simple map I made in NetRadiant earlier looks like: Code: // brush 1 which is way different- format deviates after 3 ()'s on the row- than Code: { doesn't seem to be covered by https://gitlab.com/xonotic/xonotic/wikis/home and my search results are polluted by "relevant, but not quite" results. RE: .map File Specifications - illwieckz - 04-07-2017 Even if Darkplaces is obviously compatible with old Quake1 maps, Xonotic uses Quake3 map format which is more modern (or less old, as you like).
![]() RE: .map File Specifications - Antares* - 04-07-2017 Can't be right from that link its Code: ( 64 48 8 ) ( 64 -64 8 ) ( -64 48 8 ) NULL 0 0 0 0.5 0.5 0 0 0 ( r s t ) ( u v w )( x y z ) <material name> <3 integers?> <2 floats?> <3 integers?> From NetRadiant, it's clearly Code: ( -16 800 208 ) ( -16 288 208 ) ( -32 800 208 ) ( ( 0.015625 0 15.5 ) ( 0 0.015625 12.75 ) ) narmorx/base-concrete05_blue 0 0 0 ( r s t ) ( u v w )( x y z ) ((a b c) (d e f)) <material name> <g h i> Where {(r s t) (u v w) (x y z)} deal with planes. {(a b c)(d e f)}, and <g h i> I didn't know. https://github.com/DefaultUser/AssetGenerator/blob/master/baseclasses.py#L119 Here it seems to be {(a b c) (d e f)} is something to do with rotation and scale. RE: .map File Specifications - illwieckz - 04-08-2017 Oh, it looks like you are facing this BrushDef format: https://github.com/codereader/DarkRadiant/blob/master/plugins/mapdoom3/primitiveparsers/BrushDef.cpp#L25-L38 Since the one described in that ubergames link is that Legacy BrushDef one: https://github.com/codereader/DarkRadiant/blob/master/plugins/mapdoom3/primitiveparsers/BrushDef.cpp#L143-L156 I don't know why, but I always encountered that legacy format, probably because I only put my hand on old maps and they were all done with GtkRadiant? RE: .map File Specifications - Antares* - 04-12-2017 Thanks for the response thus far. Though I was hoping for an explanation of what those fields are in a human language. I dumped in 0's as placeholder values and what I notice is everything being blue with the exception of a few brushes. Picture related, it's Static Discharge from Reflex. I got data, 'Faces' being a struct with X offset, Y offset, X scale, Y scale, indices, and material. Not entirely clear what I can do with them to fit the format. In retrospection I should really stop being polite because I even included a sample of the map format I needed to output, but then the answer I get is another map format that was polluting search engine results and is extremely similar to the 'wrong answer' format I also included in the first post. This was the part when I went "fuck it, I spent too much time looking for it, lets dump 0's just so Net Radiant can read in the files". RE: .map File Specifications - Freddy - 04-12-2017 Every brush consists of several Faces. Each face is defined by 3 Points in space, a texture/shader name, texture rotation/scale, texture offset, and 3 values for different flags. I've never found a complete list of all flags, so I have always set them to 0. Code: ( P0_x P0_y P0_z ) ( P1_x P1_y P1_z ) ( P2_x P2_y P2_z ) ( ( RotScaleMatrix_xx RotScaleMatrix_xy TexOffset_x ) ( RotScaleMatrix_yx RotScaleMatrix_yy TexOffset_y ) ) shadername SomeFlag SomeFlag SomeFlag RE: .map File Specifications - sev - 04-12-2017 This thread might be of interest as well. I haven't worked with NetRadiant for quite a while, but if I unterstand correctly, it should be possible to switch between the texture definition formats. RE: .map File Specifications - Antares* - 04-12-2017 This is the original format though..? Code: reflex map version 8 Also how do I add a texture directory to NetRadiant, I keep getting instructions for GTK Radiant. Append: I just got the idea to just export to the legacy brush definitions and have Net Radiant import them that way because the current data I have fits that format better (and I'm getting more material about it). And to look at Net Radiant source code so I can see how to get Code: RotScaleMatrix_xx RotScaleMatrix_xy RotScaleMatrix_yx RotScaleMatrix_yy from current data. Where in https://gitlab.com/xonotic/netradiant/tree/master is the format converted? (I know rotation and scale separately, but I don't know rotationscale together.) RE: .map File Specifications - Garux - 03-05-2018 (04-07-2017, 08:04 AM)Antares* Wrote:What is the purpose? Since it's quite mathematical (point)(point)(point)((StexaxiasX StexaxiasY Soffset)(TtexaxisX TtexaxisY Toffset)) texname flag flag flag Basically ComputeAxisBase(plane.normal) creates 3d orthogonal basis and then those 2d texture vectors are considered inside it RE: .map File Specifications - Antares* - 04-15-2018 I wanted to convert another map format to the one Netradiant uses. It was already mathematical before I asked this question since vertices had to be converted to planes. RE: .map File Specifications - Garux - 04-17-2018 Vertices to planes math is pretty trivial (and not required, i think), while converting texturing info is quite challenging What was the source format, is the conversion still wanted? RE: .map File Specifications - Antares* - 04-17-2018 This thread is only a year old. I already got the converter going long before, but it's not as though this thread actually has a solution for a solved tag to help anyone searching for something similar. RE: .map File Specifications - stingray300k - 06-01-2021 Sorry to resurrect this but I was asking myself the same question and a lot of the links above are by now dead, so I want to add this description I found, from QuArk's documentation: http://quark.sourceforge.net/infobase/src.topics.face.html#bp |