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Differences from IsRyven Q3MAP2 #226
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Yeah, I know. DarkPlaces has a cvar to mess with the OBJ orientation. However, the inability to turn it off means I cannot make a map that uses OBJ misc_model that is q3map2 compiler agnostic. I cannot do a OBJ misc_model in a .map that works with every q3map2, I have to pick either the original q3map2 way or the Garux/Q3map way.
I see. |
Does TrenchBroom's assimp implementation apply any rotation by chance? They seem to use it but more common for q1 and q2 maps. |
They do not do any exceptional rotation for obj, if this is the question. Using regular assimp orientation, as for any other format, same NRC and its q3map2 do. |
Garux, have no expectation of any actions but I wanted to make you aware of these. I am rather locked to the "IsRyven" Q3Map2 compiler ... I had considered switching because your compiler has more features and is maintained and seems to work better with stock Q3.
(I use J.A.C.K. for the map editor because I am very accustomed to where everything is -- and I don't use Q3 I use my own engine which is a DarkPlaces fork).
For comparison to what I use for stock q3map2 ... https://github.com/id-tech-3-tools/map-compiler ... which I will call "IsRyven" for clarity.
OBJ models. OBJ model orientation is different than stock q3map2 with seemingly no option to set for the "old way". I have thousands of models I converted to OBJ but I also converted them to md3 -- so most of the time isn't really an issue except sometimes a model cannot be .md3 due to size or some other reason.
I have at least one instance that it seems that Garux Q3Map2 cannot find a texture for an MD3 model. The .md3 model was written by Noesis. If I do some more tests and this is not "my fault" for some reason, I'll upload the model and the texture.
I have had _decal entities that Garux Q3Map2 says "texture matrix invalid" and then, I presume, ignores them. IsRyven does not print the warning or error and compiles it without a hitch -- I'm not implying that the texture matrix is right or wrong -- I try to avoid knowing too much about the internal workings of patches (for now).
I have had surfaces that Garux Q3Map2 seemingly does not like. I'll update with the exact warning text later. I would guess the surface is ignored? (The IsRyven compiler compiles the .map without a warning)
Garux Q3Map2 kicks out a scripts/your_map.shader -- which under many circumstances is probably a nice feature in many circumstances but I didn't expect a map compiler to write files to any folder except the maps folder. ( Is there a way to turn that off?)
During compilation, I swear it upgraded my lightmaps to size 1024 (I don't know why and I didn't specify that in the command line) which causes them to write as tga to maps/your_map/lm_0001.tga instead of being inside the .bsp.
I have been working on engine and mapping stuff for hours --- I wanted to record these now while I remember them --- and then maybe tomorrow I will provide data/screenshots/map samples to document these things.
Like I said, I'm fine with the IsRyven compiler for my use with DarkPlaces but I wanted to document these differences just so you were aware of them -- developer courtesy and all that.
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