Re: [Tutorial] Replacing Quest Maps
Quote:
Originally Posted by
Aristrum
http://i51.tinypic.com/351vpsh.png
That's the Mansion_hall1.nav file, it's much larger than this in Blender but I scaled it down to be able to fit the whole thing on screen (zooming out clipped loads).
Other than the physical navigation mesh the file also specifies the 3 faces next to it (I'm guessing).
This isn't very useful, but if it were added into gzmap (ie: you get a nav file generated with your maps), it could be useful.
Well its normal for maps to be extremly huge in blender compared to weapons :)
You impoerted nav file to blender? that is something new to me :D
As I tought its an invisible floor wich enables movements hehe
There would be enough even if blnder exported working nav file.
I dont think that it would be posible to make gtk compiling this but exporting blender would be enough. Intresting finding you made there o.o
Re: [Tutorial] Replacing Quest Maps
Quote:
Originally Posted by
pluke001
Well its normal for maps to be extremly huge in blender compared to weapons :)
You impoerted nav file to blender? that is something new to me :D
As I tought its an invisible floor wich enables movements hehe
There would be enough even if blnder exported working nav file.
I dont think that it would be posible to make gtk compiling this but exporting blender would be enough. Intresting finding you made there o.o
Yeah, but it was so massive that the map was clipping on my screen :P.
Essentially, it pretty much is an invisible floor that enables navigation. Also, I coded a python script to import this into blender, and it should be possible by just updating gzmap (it's open source.)
Re: [Tutorial] Replacing Quest Maps
Quote:
Originally Posted by
Aristrum
Yeah, but it was so massive that the map was clipping on my screen :P.
Essentially, it pretty much is an invisible floor that enables navigation. Also, I coded a python script to import this into blender, and it should be possible by just updating gzmap (it's open source.)
Try making a elu.ani exporter now Mark! :P:
Re: [Tutorial] Replacing Quest Maps
Quote:
Originally Posted by
Aristrum
Yeah, but it was so massive that the map was clipping on my screen :P.
Essentially, it pretty much is an invisible floor that enables navigation. Also, I coded a python script to import this into blender, and it should be possible by just updating gzmap (it's open source.)
Well yeah gzmap is opensource and you can customize it as much as you want. But I am thinking that gtkradiant can make only brsuh walls and your navigation file in blender is made of faces wich gtk doesnt support for gunz. I might be wrong about posibilities tho :)
Re: [Tutorial] Replacing Quest Maps
Well, I'm pretty sure you can select individual faces, and apply a shader to them in gtk. Then, I could modify gtk to build a .nav file of all faces with the shader.
Re: [Tutorial] Replacing Quest Maps
Quote:
Originally Posted by
Aristrum
Well, I'm pretty sure you can select individual faces, and apply a shader to them in gtk. Then, I could modify gtk to build a .nav file of all faces with the shader.
Well yes that is true but I guess other faces of brush should be textured too with something to not let them affect actual map.
Well I dont know if your idea would work so I am just guessing.
And if you are saying that you can do that, then if you will be bored, you could give it a chance and try if your idea works :)
I myself am green at coding and know only basics so I could only help with testing purposes :)
Re: [Tutorial] Replacing Quest Maps
Yeah, I might try it out either this weekend or shortly after, just finishing up college :P