Author Topic: New Map Format  (Read 8041 times)

Excalibur

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Re: New Map Format
« Reply #20 on: June 30, 2004, 09:01:43 PM »
i dont think hill maps will work all to well in pball not like halo hilly is anyways.
you didn't really double posted your 2nd post was more of a bumb cause if you just modifyed your old post noone would see it as a new post there and would prob never read it.

jitspoe

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Re: New Map Format
« Reply #21 on: June 30, 2004, 09:05:59 PM »
I'll have to tinker around with gmax -- that might work pretty well for what I want to do.

Eiii

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Re: New Map Format
« Reply #22 on: July 06, 2004, 10:13:10 PM »
it'll probably do exactly what you want to do.

jitspoe

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Re: New Map Format
« Reply #23 on: July 07, 2004, 06:01:41 PM »
I wonder what kind of legal restrictions there are on gmax.

Eiii

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Re: New Map Format
« Reply #24 on: July 08, 2004, 12:22:51 AM »
uhhh...none that i know of. you can download exporters for almost anything...md2...mdl...jms...eeeeevrything.

IronFist

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« Reply #25 on: July 08, 2004, 08:37:15 AM »
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« Last Edit: July 25, 2010, 10:05:56 PM by IronFist »

jitspoe

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Re: New Map Format
« Reply #26 on: July 08, 2004, 02:21:25 PM »
Heh.

http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-MD2ModelLoader&forum=cotd&id=10

Maybe what I can do is create a compiler that will read in .md3 files.  I'm not sure what the limitations are as far as # of polygons and # of different textures you can use is.  It wouldn't really let you apply surface flags and stuff, tough.  Hrm.

Eiii

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Re: New Map Format
« Reply #27 on: July 09, 2004, 09:57:14 AM »
if we could have a mesh for the ground, and burshes for the buildings, that would be great...and it's pretty hard to make buildings in gmax. or 3dsmax.

IronFist

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« Reply #28 on: July 09, 2004, 04:19:03 PM »
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« Last Edit: July 25, 2010, 10:05:46 PM by IronFist »

jitspoe

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Re: New Map Format
« Reply #29 on: July 10, 2004, 12:22:23 AM »
While it wouldn't be hard to combine brushes and meshes in the compiler, it would be pretty hard to make maps like that.  I mean, if half the map is made in gmax, and the other half in BSP or something... it'd be hard to see how it all fits together.