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Thread: qeradiant *.map files

  1. #1
    Guest

    qeradiant *.map files

    I want to use qeradiant to build my own levels and i so i need to read *.map files.
    *.map files are text so supposedly they will be easier to read. But the way they organize geometry (brush) it makes kind confused. I hope someone give me help on this subject ( how to read *.map files) since i want to read directly *.map files and doing my own bsp and vis process and not read from quake *.bsp file. i will appreciate your help.

  2. #2
    Guest

    Re: qeradiant *.map files

    Sorry for my bad english is not my mother language.

  3. #3
    Guest

    Re: qeradiant *.map files

    Sorry for my bad english is not my mother language.

  4. #4
    Intern Newbie
    Join Date
    Mar 2001
    Location
    New Zealand
    Posts
    41

    Re: qeradiant *.map files

    Here is a link on how to load Worldcraft map files which I'm guesing are similar to q3Radiant .map files.
    http://www.flipcode.com/tutorials/tut_levedit.shtml

    To be honest I have found it easier to load q3 bsp files. Here is a link on how the q3 bsp file is structured
    http://graphics.stanford.edu/~kekoa/q3/

  5. #5
    Intern Newbie
    Join Date
    May 2001
    Location
    Austria
    Posts
    30

    Re: qeradiant *.map files

    Hello!

    go to http://nate.scuzzy.net, he wrote a *.map converter. it is easy to understand and has everything you need to create nice levels.

    happy coding!

    regards, Christoph

  6. #6
    Senior Member OpenGL Pro
    Join Date
    May 2000
    Location
    Hannover, Germany
    Posts
    1,258

    Re: qeradiant *.map files

    I couldn't find a map reader there...
    Well, you have stored planes in the file for each which define a convex hull of the brush. Simply intersect a plane with all others and you will have the polygon lying on that plane (you have to be careful with planes bein coplanar, and planes which don't share edges though).
    - Michael Steinberg

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