Better map support...
if worse comes to worse, you can buy an adapter which converts a laptop's hard drive connector to a standard desktop hard drive's ide cable, set up your laptop's hard drive as a slave to your desktop's, and then copy all the files over from it.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
I hope your laptop is repaired-without any harm to the files and at a reasonable cost.
You know-making levels is something which i do better in solid mesh...
In the modeler,the levels can have much fewer overall faces as solid mesh,
bent angles from vertex editing,wall niches without cut brushes-you just extrude faces backwards,pillars of any shape and bent stairs.
You know-making levels is something which i do better in solid mesh...
In the modeler,the levels can have much fewer overall faces as solid mesh,
bent angles from vertex editing,wall niches without cut brushes-you just extrude faces backwards,pillars of any shape and bent stairs.
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- Location: PA, USA
I am also using the free trruespace3.2 and am very glad that someone is making progress to get the .cobs to what RF uses(.acts/.map/etc...). I cant wait for your final release of the converter.
Think outside the box.
To go on an adventure, one must discard the comforts and safety of the known and trusted.
To go on an adventure, one must discard the comforts and safety of the known and trusted.
almost a year old, and almost forgoten, im hoping that wxb1 hasnt forgoten this as it was so close and so exiting, and now im trying a completely new way of generating levels but i still need them to be converted into .bsp geometry, so was you able to rescue the code? could you still be able to rescue it,if neither of those options are possible, i know its asking alot but could you write the code again as i bet almost all the forum here would be so greatful if this worked
*GD*
What would really help me,is to import 3ds levels in rfeditpro.
too bad the editor can only export as .3ds.
I had downloaded truespace specifically for importing levels made in Max,
so to re-export the them from truespace in truegene,
but the levels lost most of the scale during the import in truespace.
Its truespace's import fault-so i cant use trugene because it only reads truespace objects.
The pluggins or scripts for max that export .map levels work only for simple convex shapes-not any mesh you need.
I will try this object converter
http://web.axelero.hu/karpo/
However,those that can make levels in truespace from the begining,
could surely use wxb1's feature.
too bad the editor can only export as .3ds.
I had downloaded truespace specifically for importing levels made in Max,
so to re-export the them from truespace in truegene,
but the levels lost most of the scale during the import in truespace.
Its truespace's import fault-so i cant use trugene because it only reads truespace objects.
The pluggins or scripts for max that export .map levels work only for simple convex shapes-not any mesh you need.
I will try this object converter
http://web.axelero.hu/karpo/
However,those that can make levels in truespace from the begining,
could surely use wxb1's feature.
About the .map loading in rfeditpro
I managed to import correctly meshes from Max,by first exporting them as DXF-then load them in truespace.
The dxf was huge comparing to truespace inches.
Anyway-after i chose "triangulate object" in truespace,
i saved the mesh in truespace .cob and then truegene converted it correctly to a .Map file.
Then i loaded the .map in rfeditpro and checked there if the scale was ok,and fortunately its ok.
I could use the better map support if it was implemented.
The dxf was huge comparing to truespace inches.
Anyway-after i chose "triangulate object" in truespace,
i saved the mesh in truespace .cob and then truegene converted it correctly to a .Map file.
Then i loaded the .map in rfeditpro and checked there if the scale was ok,and fortunately its ok.
I could use the better map support if it was implemented.
Re: Better map support...
Hi,wxb1-if you are there,could it be that you finally rescued the code from the laptop-or perhaps re-writed the code?