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3 Dimensional Chat / Half-Life BSP to Wrl/3ds/x

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Hell IVIonkey
22
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Posted: 20th Aug 2003 11:20 Edited at: 20th Aug 2003 11:24
Would anybody know a converter that will turn a Half-Life BSP into any other common 3d format?

I have a converter for Quake3 BSPs called Q3BSP that will generate image (png) files and Wrl (VRML) ASCII 3d mesh descriptions. From here, they can be run through a WRL->3DS converter and then used in DB. Only problem is that I don't map for Quake3 and I really don't want to start if it's already possible in Half-Life where I'm very comfortable mapping.

Any help? Thanks

Hell IVIonkey
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Posted: 20th Aug 2003 11:30
Oh yeah, please don't direct me to any BSP decompilers that export to MAP or RMF. This is just a step backwards.

Oliver
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Location: Switzerland
Posted: 20th Aug 2003 11:48 Edited at: 20th Aug 2003 11:51
I was looking for somehting like this a while ago. If you don't mind paying, Deep Exploration, [href]www.righthemisphere.com[/href], can convert any .map to practically anything. Though it should do, coz it cost $299. You could download the demo, I think it works for 30 days or something.

And as for any free stuff, I didn't find anything.

Hope that helps
Hell IVIonkey
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Posted: 20th Aug 2003 11:56
Yeah I was actually planning on using the Deep Exploration trial version to convert the VRML file to 3ds. However, there are a lot of special things in a BSP that aren't found in a MAP, such as light maps, render effects, great texture UV-ing, and most importantly a mesh run through CSG and thus with a very optimized poly count.

I suppose I'll try it, but as is, Hammer exports a map to DXF which can be converted in turn to 3ds or x. Anything coming from MAP apart from BSP would probably be highly unoptimized...

JAT
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Posted: 22nd Aug 2003 04:52
I wrote a utility a few years ago to convert from WorldCraft .bsp to .x. It's free at http://www.jtgame.com/bspcnv.zip.

-John

John Thompson
http://www.jtgame.com/jtedit
Hell IVIonkey
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Posted: 22nd Aug 2003 10:43
Thank you John! This is just the thing I needed.

However, it doesn't seem to be working correctly. When I try to load up the object, it seems to be invisible. I tried moving the camera all around, scaling the object to all different sizes, retexturing and coloring the object, but I still couldn't find it.

When hexedited, the file looks like a normal .x file. Strange that I can't see it...

Any advice?

Hell IVIonkey
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Posted: 22nd Aug 2003 11:01 Edited at: 22nd Aug 2003 11:15
Never mind about that, I just figured it out. I scaled the object by 1% and it appeared the correct size.

My only concern now is with texturing. How would I go about texturing this thing? It didn't generate any image file from the wad files. Also, it didn't generate lightmap image(s) and mesh(es); can it do lightmapping? If not, this is acceptable.

I thought of extracting all the bmps from the wad file, but I fear that loading all these images onto one object would be dreadfully slow in runtime.

Great program by the way!

Hell IVIonkey
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Posted: 22nd Aug 2003 12:16
I just extracted the entire wad file and it textured fine (save the special brushes like sky and triggers). This I can get around I believe.

With the textures all applied, it ran at 19 fps(), perhaps because of the sky brush with a very small tesselated texture. Maybe I'll figure out how to remove the skybrush and special faces with some experimentation.

Only concern now is the lightmaps. Not possible I suppose... oh well.

Did I mention, great work with this converter!

M00NSHiNE
21
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Joined: 4th Aug 2003
Location: England, UK
Posted: 22nd Aug 2003 12:18
wouldnt loading an .x/.3ds file as a map slow things down, or does pro treat it as a BSP map and draw it like that?

"It's amazin' what you can do with a computer and access to t'internet"
Hell IVIonkey
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Posted: 22nd Aug 2003 13:50
This is DBC, not DBP. Any high-poly model where most faces need to be displayed at once will slow down the engine. However, there are ways to get around this like by breaking up the level into managable parts and displaying them when the player is in the correct sectors (like a very crappy PVS system for large chunks of the map).

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