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Old 8th February 2008, 10:23 PM   #1
Sephiroth
Junior Member
Junior member
 
Join Date: May 2007
Posts: 7
Default .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
}
}
GTKRadiant Box:
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
}
}
Note that I took the AC3D box and changed the notex/NULL and the data following it to fit GTKRadiant's and it would not work. Having done that, I changed the coordinates in AC3D Box by rounding them off since they are a few decimal places in precision, and it worked. I assume this, by proccess of elimination, is the only problem, because I changed those other parts back to the way they were originally, and left the coordinates rounded and it worked, so notex/NULL or the data after it doesn't matter to GTKRadiant. I suppose my question is this: Is there a way to set preferences for export and import plugins for AC3D and format the way it exports files, so it rounds the coordinates off? Snapping to grid in AC3D doesn't work, as even when perfectly snapped to grid, they still produce coordinates of like 5.00000 and such. A few weeks ago, I snapped an entire map to grid, and it gave me some strange results like 5.00635! Any help greatly appreciated. Thanks.

~Tom
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