Creating a mesh from quake/radiant .map brushes

Blitz3D Forums/Blitz3D Programming/Creating a mesh from quake/radiant .map brushes

Rroff(Posted 2008) [#1]
Been wondering about this for awhile... I've been working on a radiant style level editor for my game for awhile but some of the features are just proving to be very time consuming to implement... I've looked at alternatives like world builder but they just don't make me feel comfortable and at home the way radiant does... so I've been wondering about writing an importer/compiler using the .map files from radiant (I don't want to work with a bsp for several reasons) the problem is the map files define the faces of brushes using a series of planes - the intersections of which create the faces:

// brush 0
{
( 64 64 0 ) ( 0 64 0 ) ( 0 0 0 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
( 8 0 64 ) ( 8 64 64 ) ( 72 64 64 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
( 0 0 8 ) ( 64 0 8 ) ( 64 0 0 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
( 64 0 8 ) ( 64 64 8 ) ( 64 64 0 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
( 64 64 8 ) ( 0 64 8 ) ( 0 64 0 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
( 0 64 8 ) ( 0 0 8 ) ( 0 0 0 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
}
}

I was wondering if there is any easy way of converting this into a set of vertices, etc. or if someone has done this before... rather than having to get my head around plane intersections and so on.


Sledge(Posted 2008) [#2]
Honestly, I would get DeleD, import the MAP, export to .b3d and cross my fingers.


Rroff(Posted 2008) [#3]
I don't want to export to .b3d :P I also want to parse entities and stuff and compile it into my own level format.


Tom(Posted 2008) [#4]
Rroff: I've emailed you a link to a very helpful document on MAP files.


Rroff(Posted 2008) [#5]
Hey thanks for the email - that docs really useful - however it looks like it would be about as much work to implement as finishing up my existing map editor heh.