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FreeBuild, LEGO, and Minecraft :: RE: TBG/Freebuild: Status Update

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Author: DShiznit
Posted: 05 Apr 2013 10:00:30 am (GMT -5)

elfprince13 wrote:
DShiznit wrote:
On one hand I'm used to Torque's language and tools and I normally fear change, but on the other, T3D never ran well on my PC to begin with, so I'm rather excited.

Do you think we could get Id/Valve .map support? That would be sweet for those of us that use old school mapping tools like gtk/QuArK/hammer/constructor, which would include all of the mappers Blockland has now abandoned.


I don't know anything about the format, but you should be able to use the BSP plugins for OpenSceneGraph to convert Quake 3 and Valve BSP maps (which are usually what .map gets compiled to, right?) to Collada. And DIF can already be easily converted using T3D 1.1 and the python tools I wrote a month and a half ago. I currently anticipate that I'll support LDraw, and probably at least some Collada, out of the box.

Incidentally, I picked Python over Lua for embedding because I think Python is generally among the most accessible languages to learn.


Alrighty. I only asked because those used to be common mapping formats(everything from Unreal to Source uses compiled brush maps which are easily ported between those engines) and I was only wondering if there was stock code somewhere you could throw in at the end to tap into that community. But no biggie. If we're doing conversions, I've also seen Valve maps exported as wavefront .obj, which can be converted into anything.

I was gonna learn a few languages over the summer using codecademy. I'll be sure Python is one of them.

EDIT- any idea how animations will be handled? Or are we nowhere near that stage yet?
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