Converting Maps
- Legbat
- Pegasus Modteam
- Posts: 149
- Joined: Thu Oct 14, 2004 4:29 pm
- Location: North Carolina, USA
- Contact:
Coty - Don't apologize! You've been most helpful! It was my ignorance that caused the headache. BTW - I signed up for the forum the other night but was never sent a confirmation email like I should have gotten. I'm still waiting for it. That means that I can't enter the forum as of yet. It looks like you're right though. I don't see any editing-related sections anyway.
There's no reason to be sorry about anything Coty, the information you've learned us is worth it's weigh in gold! I've started my conversion of the garden map now, it looks better now than the first time I tried, I still have to pagedown a lot of brushes to get rid of graphic errors though.. but it's going well
Your help is most appreciated
(just resized your picture so that it fits better in the forum, hope you didn't mind )
Your help is most appreciated
(just resized your picture so that it fits better in the forum, hope you didn't mind )
- [Spyder]-007
- Member
- Posts: 1
- Joined: Fri Dec 17, 2004 1:34 am
Spawn... Were you successfull in this? I was thinking of the same.
I was also thinking about trying to export nolf1 maps as .objs, importing into 3dsmax, importing into Dedit (Jupiter) and retexturing. I know it works as Coty has done a sample of a map for me before but unfortunately everything was off the grid. Bleh!
Anyway, I need to crack on with other things first...
I was also thinking about trying to export nolf1 maps as .objs, importing into 3dsmax, importing into Dedit (Jupiter) and retexturing. I know it works as Coty has done a sample of a map for me before but unfortunately everything was off the grid. Bleh!
Anyway, I need to crack on with other things first...
Since the map was already set on the grid in ed format, it should still be the same size, IE: a 128x128 wall is still 128x128. Just go into geometry mode and select the vertices's of everything, then snap one (highlighted green) vertices's back on whatever grid you want and the rest will follow.
Hold B when you snap the vertices's to the grid. It will move all selected vertices's.
Hold B when you snap the vertices's to the grid. It will move all selected vertices's.
MyBAD, It won't highlight green if they are all selected. just hold B and move one. The rest will follow.
Talon's DEdit doesn't save the texture coordinates in the obj. This is a fault of Talon's DEdit and not any conversion program... You will always need to retexture the "obj" brushes that come from Talon's or Cobalt's DEdit.
Talon's DEdit doesn't save the texture coordinates in the obj. This is a fault of Talon's DEdit and not any conversion program... You will always need to retexture the "obj" brushes that come from Talon's or Cobalt's DEdit.
I also did a successful conversion by exporting obj from CJ and imported it in Cobalt.. same thing.. it doesn't save/import the texture coordinates in the .obj either.
My test subject was Gothic, I imported it in 3 steps to make the import faster..
terrain first, then castles/other stuff and one of the trees after that.
Unfortunatly this didn't work the other way.. (importing to nolf2/CJ that is)
My test subject was Gothic, I imported it in 3 steps to make the import faster..
terrain first, then castles/other stuff and one of the trees after that.
Unfortunatly this didn't work the other way.. (importing to nolf2/CJ that is)
Not the AvP2 origional tools. You need the AvP tools upgrade patch. LTA support was introduced then. http://www.sierra.com/downloadfile.do?game...=2&mediaid=5444
edit by Spawn:
Avp2 Upgrade patch
edit by Spawn:
Avp2 Upgrade patch
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