Compiling .map files into common model formats (3DS, FBX)?
Compiling .map files into common model formats (3DS, FBX)?
I remember seeing some tools for converting .map files into common model formats, such as 3DS, X, FBX and others. Do you guys have any links for those? Specially, i'm looking for tools that not only convert architecture, but texture mapping as well.
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Re: Compiling .map files into common model formats (3DS, FBX
Nem's tool Crafty can import "Half-Life 2 .bsp, .mdl, .vmf and .gl formats along with Half-Life .bsp, .mdl, .map and .rmf formats in a variety of render modes."
http://nemesis.thewavelength.net/index.php?p=45
and then you can export those as a .obj, which is pretty versatile. I'm not so sure of the extent of the material support, it says it can though.
http://nemesis.thewavelength.net/index.php?p=45
and then you can export those as a .obj, which is pretty versatile. I'm not so sure of the extent of the material support, it says it can though.
Re: Compiling .map files into common model formats (3DS, FBX
Noesis can do it I believe.
i should not be here
Re: Compiling .map files into common model formats (3DS, FBX
my question is why you would want to?
Re: Compiling .map files into common model formats (3DS, FBX
For Noesis you would have to compile it into a .bsp and then convert it.
I know there is Proper but its for Source (its a modified compiler that outputs to mdls), I haven't seen a Quake alternative yet.
Also some people may not know a modeling app and so for some small quick props a csg ed will do the job just fine.
I know there is Proper but its for Source (its a modified compiler that outputs to mdls), I haven't seen a Quake alternative yet.
For some interiors making a level in a csg style editors is alot quicker than using a full blown modeling app.ceriux wrote:my question is why you would want to?
Also some people may not know a modeling app and so for some small quick props a csg ed will do the job just fine.
Re: Compiling .map files into common model formats (3DS, FBX
hmm i suppose, but i left a link to a .map exporter for both blender and max in another thread, so if the case is that thing's might be quicker to make in the desired modeling tools, they could be cool alternatives to mapping tools i should really attempt making a map in max =D