Page 2 of 3

Posted: Fri Feb 13, 2004 3:36 pm
by saigumi
Another installer:

Inno-Setup - http://www.jrsoftware.org/

Posted: Sat Feb 14, 2004 2:57 pm
by VeneX
Is there a small program which can compile a .map to any extension whitch Irrlicht can use?

Posted: Sat Feb 14, 2004 10:56 pm
by saigumi
What format is .map?

Googling it came up with every driving direction map site in the world.

Posted: Sun Feb 15, 2004 12:27 am
by deps
gtkradiant saves its maps into .map format. Use those programs that comes with gtkradiant to create bsp files.

Unless it's another kind of .map files. :)

Posted: Sun Feb 15, 2004 12:57 pm
by VeneX
I have createn a terrain with EasyGen. Is it possible to load the .map with any other kind of model program?

Posted: Thu Feb 19, 2004 1:11 pm
by patlecat
VeneX wrote:Is there a small program which can compile a .map to any extension whitch Irrlicht can use?
I don't know what you consider small, but use http://www.shaderlab.com/ Q3Map2 which is a free compiler for Q3 maps.

Posted: Tue Feb 24, 2004 1:53 am
by afecelis
Gtkbuild is a nice frontend to compile Q3 maps but you must have Gtkradiant and Q3 installed to use it.

Find Gtkbuild and other Q3 related cool utilities here:

http://q3.beyondirc.net/editors/

cheers!

Posted: Tue Feb 24, 2004 3:42 pm
by patlecat
FrontEnds allways need a backend which in this case is a full Quake3 install. Then you don't need anything else, since the SDK offers a map compiler for free.
Shaderlabs compiler is a backend replacement.

create .md2 from .3ds

Posted: Sat Mar 13, 2004 6:45 pm
by James
I use Anim8or and am very happy with it, except that it cannot export animations, only single frames of animations to .3ds. This Quake2 modeller looks like a good way to get .md2 animations. Make the animated model in Anim8or, export all frames, the use File->Import->Append Frames in the Q2 modeller. Then export to .md2


It can be gotten here

http://emartin.20m.com/phillip/Aztec/download.htm

I think there's also a link to it from Polycount.com

Posted: Sun Mar 28, 2004 6:43 am
by Guest

Posted: Wed Mar 31, 2004 7:43 am
by pex
Metasequoia :: An easy and good modeler, bad rendering. can be used to create maps (i think). FREEWARE edition and SHAREWARE editions. http://www21.ocn.ne.jp/~mizno/main_e.html [english and japanese translations].
3D Canvas :: A very powerful and good modeler+animator. FREEWARE edition don't include much, and SHAREWARE editions include much (modeling options). http://www.amabilis.com/
Texture Maker :: A tool to make textures easily. SHAREWARE only. http://www.i-tex.de/
Geoscape3D :: A good tool to make terrians (never tried that, but the screenshots looks good and it exports to .x and .3ds too). SHAREWARE only i think. http://www.deliverancesoftware.co.uk/pr ... oscape.htm

Posted: Thu Apr 08, 2004 8:24 pm
by arras
UVmaper
http://www.uvmapper.com

You can get LithUnwrap on my page.

Posted: Sun Apr 11, 2004 5:28 pm
by Guest
patlecat wrote:
VeneX wrote:Is there a small program which can compile a .map to any extension whitch Irrlicht can use?
I don't know what you consider small, but use http://www.shaderlab.com/ Q3Map2 which is a free compiler for Q3 maps.
This isn't completely free - it's just q3map that's been expanded, still not legally usable for commercial endevours.

free uml editor

Posted: Sun Apr 11, 2004 5:50 pm
by schick
A free uml editor Jumli google for it. It can extract c++ code.

Posted: Mon Apr 12, 2004 7:40 am
by guest_ver
This isn't completely free - it's just q3map that's been expanded, still not legally usable for commercial endevours.
This is actually free... :

http://getic.njoydeco.com/
yet not sure if actually a q3 bsp

and this is q3 bsp compiler, totally free (the ydnar q3map2 one finally is not for comercial projects) ,but yet a bit basic (may i be wrong but seems already can bake lights ?? )

http://map3bspc.sourceforge.net/

Anyway, only advantage I see in this of bsp is the editor makes for your the collision on the level parts, and the lightmaps.Which is not easily and visually possible otherway...but yet bsp is for rooms, not large terrains, I think.
I mean, if Delgine gets lightmaps and collissions it'd be better to take its x exported meshes (so using x format not only for characters) but...to me it yet seems a long way to that, and as a comercial version of it is perhaps coming...I dunno if those features will be added to comercial or the free version, if ever done those.

so yep, I see BSP for now somehow solving those problems (the nicest path for now would be Quark+zhlt tools compiler for bsp maps, but still needed that hl bsp loader some user is doing...)

quark and zhlt tools links are somewhere in these forums, do a search...but that path is not possible if the hl bsp loader for irrlitch is not yet done. Instead, you can combine Quark with map3bspc basic compiler, or use getic, previously guessed if it really outputs a q3 bsp format or it can be loaded in Irrlitch.