sjuk wrote:Glad to see you, rusty treasure ! )
Can you attach the plan of your defrag maps' universe, which you drew by hand years ago? Or remind in which of your .pk3s it was placed in /textures folder?
Areas of verdant dephts were not much presented in your released maps yet.
And also would like to see a map from you made in chtonic plumy violet environment (as Shao Kahn's Outworld, presented in 1990s' MortalKombat: Conquest tv series)
Rust7 wrote:I have 3 "levels", in .obj and in .3ds format ( don't ask reason, its a long story )
I want to use these in GTKRadiant, but since it cannot load or read these formats, they should be converted somehow into .map or at least into .bsp ( which then can be converted to .map - as far as I know )
Do any of you know a way to do this somehow?
Le another black niger wrote:method: using radiant, which can load both these formats
GlueDrinker wrote:As I told you, what you're asking for cannot be done: once the brushes are turned into triangles, there's no way to go back. A tree cannot be turned back into a seed and eggs cannot be uncooked.
What you _can_ do is take the .map files I sent you 2.5 years ago and use them as reference to rebuild those maps again. Import them and draw new brushes aligned with the old geometry. As you proceed, delete the old converted/scrambled brushes.
Rust7 wrote:Nothing loads in, as I import them.
GlueDrinker wrote:cannot be done
Rust7 wrote:I forgot about this, but okay. By the way, I don't have those .map-s anymore, backtracking these inside my e-mail was also a failure, probably deleted accidently.
Le another black niger wrote:GlueDrinker wrote:cannot be done
It can, even with texture alignments: compile with autoclip, decompile, wrap merge brushes back.
GlueDrinker wrote:Rust7 wrote:I forgot about this, but okay. By the way, I don't have those .map-s anymore, backtracking these inside my e-mail was also a failure, probably deleted accidently.
I just sent you those files again.Le another black niger wrote:GlueDrinker wrote:cannot be done
It can, even with texture alignments: compile with autoclip, decompile, wrap merge brushes back.
Well, try then. Even if this method succeeds, topology is probably going to be a mess as the original brush structure is lost. The 'clean' way is to rebuild the maps.
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