GTK for Sauerbraten? |
by steve_sun
on 06/13/2007 17:30, 10 messages, last message: 06/14/2007 18:00, 1178 views, last view: 04/21/2024 04:20 |
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I want to use Sauerbraten to create a single-player FPS (open source) and I wonder if it's possible (and useful) to create a GTK-based map editor for Sauerbraten?
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#1: .. |
by Julius
on 06/13/2007 18:45
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Any special reason why the ingame editor isn't sufficient?
OT: Is it possible to output a part of the map as a mesh that can be opened in a modelling app?
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#2: Re: .. |
by sinsky
on 06/13/2007 18:53, refers to #1
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I think there's a "writeobj" command.. check the docs.
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#3: .. |
by Julius
on 06/13/2007 19:39
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duh, there is! Thanks a lot.
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#4: .. |
by slider
on 06/13/2007 21:24
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is it then possible to import an .obj back into sauerbraten then??.....that would be awesome...
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#5: .. |
by Julius
on 06/13/2007 22:52
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You can convert a .obj to a md3 and use it as a model inside a map, but you can not turn the .obj into the special octree based map-system Sauerbraten uses.
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#6: Re: .. |
by slider
on 06/13/2007 23:44, refers to #5
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aahhh I see.... could still be useful though ....
cheers....
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#7: Re: .. |
by steve_sun
on 06/14/2007 05:36, refers to #1
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I just find applying texture using the mouse scroll troublesome. I also prefer the more conventional level editor.
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#8: Re: in-game editing |
by MeatROme
on 06/14/2007 06:05, refers to #7
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press F2 in editmode - texturebrowser GUI
also - try out QCSP for some speedups and additional functionality for mappers : http://www.quadropolis.us/node/435
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#9: Re: in-game editing |
by steve_sun
on 06/14/2007 17:40, refers to #8
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Cool.. Checking out. Thanks!
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#10: Re: in-game editing |
by slider
on 06/14/2007 18:00, refers to #8
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does anyone know of a free .obj plugin for 3dsmax 6 ?
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