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Importing quake maps into SecondLife

blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
12-09-2004 11:05
Has anyone tried this?

I've written code to import buildings into secondlife from an arbitrary specification, however the best I can do with quake maps is a pretty prim heavy solution.

Primitives and the quake map specification are not very compatible.
_____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :

"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."
Loki Pico
Registered User
Join date: 20 Jun 2003
Posts: 1,938
12-09-2004 11:29
I play Counter-strike all the time. Until I came to SL I really didnt think a lot about map making in CS. But after being in SL, I am always looking at CS maps and disecting how they could be made with the SL tools. I always thought of trying to make a mini scale model of some of those maps, but have never been motivated enough to try. The one thing that stands out in FPS mapping is the texturing, a lot of detail put into that on the better maps.

The old ghetto in Sage (Miroslaw Bukowski) was the closest I have seen in SL that compares to a FPS map. I loved that place and still miss being able to walk around there.
Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
12-09-2004 14:25
I know some one created team fortes classic in sl, q1 was made up of mostly boxes. So sl can handle it. To do some thing like q3a, sl would ahve to support complex shapes and meshes. Right now it dosen't, plus if you import anty textures from a copy righted game, that draws up legal issues.
Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
12-10-2004 01:10
with a friend we used to create a perfect replica of de_dust map from CS, we where copying shapes from the valve hammer editor, i even had don a lil distance converter, not sure if i still have it
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Jack Wishbringer
Second Life Resident
Join date: 9 Nov 2004
Posts: 41
12-10-2004 01:33
Quake maps (.MAP files) are your best bet - they contain the least polygons (none have been split yet), and as far as I can remember only convex shapes ('brushes'). Map files are also simply text files with numbers and texture names in, the only major difficulty would be converting the values; I think they specify the plane equations for the brushes rather than the final polygons / shapes.
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
12-10-2004 12:34
I implemented .MAP already, unfortunately the problem is that they don't map well into SL primitives.
_____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :

"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."