How do i get valve hammer editor to work with this, do i just compile the map into .map format and do the code exactly like it would be from a quake 3 map or what?
Also, how would making a program to compile the map into my own format work? Would i just have it rename it or what?
Valve Hammer Editor
It's not as simple as changing the file extension. You need to literally convert it from .map format into a format either used by the engine, or a format that you write your own support for. If you need to ask, compiling 'into your own format' probably isn't what you're looking for.
I have had 0% luck getting anything from hammer editor to work in irrlicht, but i have had some moderate success using quark, only the textures aren't showing up..... I'm still trying to figure that out =)
There is a map to bsp converter, but it doesn't work with hammer's map files. Only from quark.
I have had 0% luck getting anything from hammer editor to work in irrlicht, but i have had some moderate success using quark, only the textures aren't showing up..... I'm still trying to figure that out =)
There is a map to bsp converter, but it doesn't work with hammer's map files. Only from quark.
I cant copy it because it locks my mouse.
It gives me error's with the mesh saying it cant find it:
scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");scene::ISceneNode* node = 0;
When i change the "20kdm2.bsp wich is probably the maps name to my HL map it says it cant find/load it and that it must be unsupported.
scene::IAnimatedMesh* mesh = smgr->getMesh("data/maps/test.bsp");scene::ISceneNode* node = 0;
It gives me error's with the mesh saying it cant find it:
scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");scene::ISceneNode* node = 0;
When i change the "20kdm2.bsp wich is probably the maps name to my HL map it says it cant find/load it and that it must be unsupported.
scene::IAnimatedMesh* mesh = smgr->getMesh("data/maps/test.bsp");scene::ISceneNode* node = 0;