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Compiling .map files into common model formats (3DS, FBX)?
Posted: Wed Feb 08, 2012 7:14 pm
by JasonX
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.
Re: Compiling .map files into common model formats (3DS, FBX
Posted: Wed Feb 08, 2012 7:38 pm
by Ghost_Fang
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.
Re: Compiling .map files into common model formats (3DS, FBX
Posted: Wed Feb 08, 2012 9:16 pm
by leileilol
Noesis can do it I believe.
Re: Compiling .map files into common model formats (3DS, FBX
Posted: Thu Feb 09, 2012 4:17 pm
by ceriux
my question is why you would want to?
Re: Compiling .map files into common model formats (3DS, FBX
Posted: Thu Feb 09, 2012 6:09 pm
by Arkage
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.
ceriux wrote:my question is why you would want to?
For some interiors making a level in a csg style editors is alot quicker than using a full blown modeling app.
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
Posted: Fri Feb 10, 2012 6:44 am
by ceriux
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