8th February 2008, 10:23 PM | #1 |
Junior Member
Junior member
Join Date: May 2007
Posts: 7
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.MAP Export Problem...
Alright, I made a game that I can only export maps to using GTKRadiant. GTKRadiant CAN import .MAP files, and AC3D CAN export to .MAP. I HATE GTKRadiant's interface and would much rather use AC3D to make my maps, only GTKRadiant doesn't seem to accept the MAP files AC3D exports. I diagnosed this problem a bit and found the following differiences in AC3D's and GTKRadiant's perceptions of .MAP files.
AC3D Box: Code:
{ "classname" "worldspawn" // brush box { ( -1.000000 -1.000000 -1.000000 ) ( 1.000000 1.000000 -1.000000 ) ( -1.000000 1.000000 -1.000000 ) notex 0 0 0 1.0 1.0 ( 1.000000 1.000000 -1.000000 ) ( -1.000000 -1.000000 -1.000000 ) ( 1.000000 -1.000000 -1.000000 ) notex 0 0 0 1.0 1.0 ( 1.000000 -1.000000 1.000000 ) ( -1.000000 1.000000 1.000000 ) ( 1.000000 1.000000 1.000000 ) notex 0 0 0 1.0 1.0 ( -1.000000 1.000000 1.000000 ) ( 1.000000 -1.000000 1.000000 ) ( -1.000000 -1.000000 1.000000 ) notex 0 0 0 1.0 1.0 ( -1.000000 1.000000 1.000000 ) ( 1.000000 1.000000 -1.000000 ) ( 1.000000 1.000000 1.000000 ) notex 0 0 0 1.0 1.0 ( 1.000000 1.000000 -1.000000 ) ( -1.000000 1.000000 1.000000 ) ( -1.000000 1.000000 -1.000000 ) notex 0 0 0 1.0 1.0 ( -1.000000 -1.000000 -1.000000 ) ( 1.000000 -1.000000 1.000000 ) ( 1.000000 -1.000000 -1.000000 ) notex 0 0 0 1.0 1.0 ( 1.000000 -1.000000 1.000000 ) ( -1.000000 -1.000000 -1.000000 ) ( -1.000000 -1.000000 1.000000 ) notex 0 0 0 1.0 1.0 ( -1.000000 -1.000000 -1.000000 ) ( -1.000000 1.000000 1.000000 ) ( -1.000000 -1.000000 1.000000 ) notex 0 0 0 1.0 1.0 ( -1.000000 1.000000 1.000000 ) ( -1.000000 -1.000000 -1.000000 ) ( -1.000000 1.000000 -1.000000 ) notex 0 0 0 1.0 1.0 ( 1.000000 1.000000 -1.000000 ) ( 1.000000 -1.000000 1.000000 ) ( 1.000000 1.000000 1.000000 ) notex 0 0 0 1.0 1.0 ( 1.000000 -1.000000 1.000000 ) ( 1.000000 1.000000 -1.000000 ) ( 1.000000 -1.000000 -1.000000 ) notex 0 0 0 1.0 1.0 } } Code:
// entity 0 { "classname" "worldspawn" // brush 0 { ( 64 64 64 ) ( 64 -64 64 ) ( -64 64 64 ) NULL 0 0 0 0.5 0.5 0 0 0 ( 64 64 64 ) ( -64 64 64 ) ( 64 64 -64 ) NULL 0 0 0 0.5 0.5 0 0 0 ( 64 64 64 ) ( 64 64 -64 ) ( 64 -64 64 ) NULL 0 0 0 0.5 0.5 0 0 0 ( -64 -64 -64 ) ( 64 -64 -64 ) ( -64 64 -64 ) NULL 0 0 0 0.5 0.5 0 0 0 ( -64 -64 -64 ) ( -64 -64 64 ) ( 64 -64 -64 ) NULL 0 0 0 0.5 0.5 0 0 0 ( -64 -64 -64 ) ( -64 64 -64 ) ( -64 -64 64 ) NULL 0 0 0 0.5 0.5 0 0 0 } } ~Tom |
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