present to community: quake3 map parser BSP to CST

7 views
Skip to first unread message

peel peel

unread,
Nov 1, 2010, 9:44:05 AM11/1/10
to Director Game Developer List
hi,

i studied a bit noisecrime's work around q3 maps and developed my own parser.
i found a way to reoptimize data for w3d engine, polys are parsed to models (using rule based on the tree planes and the shaders)and re-stored in bsp leaves

i didn't export collision brushes because it's best for physx to have a trimesh-based collisionmap (did not use physx in my test, just a shitty lingo collision... a bit too slow when the ball walks on quadpatches)

i know shockwave 3d won't live very long now because of adobe molehill, but i think you can reuse my source to export the stuff to actionscript or unity

enjoy:

http://hoegaard.free.fr/fred/


if you want to use my work and ask some questions for help, i'm ok

Emre Eldemir

unread,
Nov 1, 2010, 9:53:44 AM11/1/10
to dirgame...@googlegroups.com
thank you

best regards.

Emre ELDEMiR

--
You received this message because you are subscribed to the Google Groups "Director Game Developer List" group.
To post to this group, send email to dirgame...@googlegroups.com.
To unsubscribe from this group, send email to dirgamedevlis...@googlegroups.com.
For more options, visit this group at http://groups.google.com/group/dirgamedevlist?hl=en.



--
-----------------------
Emre ELDEMIR
Reply all
Reply to author
Forward
0 new messages