map2stl works for converting maps, but they don't have textures. 3D ripper just doesn't work, can't tell why. All OpenGL intercepting programs are too old or otherwise don't work with build engine game ports. I got a model out of cutAlpha, but no texturing.
Has anyone had success with this?
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Converting Build maps to textured 3d models? "Does anyone know how?"
#1 Posted 05 August 2020 - 01:22 AM
#2 Posted 05 August 2020 - 04:57 AM
Ninjakitty, on 05 August 2020 - 01:22 AM, said:
map2stl works for converting maps, but they don't have textures. 3D ripper just doesn't work, can't tell why. All OpenGL intercepting programs are too old or otherwise don't work with build engine game ports. I got a model out of cutAlpha, but no texturing.
Has anyone had success with this?
Has anyone had success with this?
A part of me wants to say "I'll look into it" but I also know that the source for sectorCut is a mess and should probably be rewritten (by the way there's another version: http://gaarabis.free...s/sectorCut.rar and it "sort of" supports textures, but not really). The bases are there to obtain ASE files out of maps and I'm certain it IS possible to obtain properly textured ASE models, but I don't know if I have the time to do that in the foreseeable future. (I'm not being very helpful but I wanted to at least acknowledge your post).
#3 Posted 05 August 2020 - 05:32 AM
Noesis converts the map but it's default textures suck and no way to change them without getting into the program's code.
Attached File(s)
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mapconvert.jpg (184.66K)
Number of downloads: 47
#4 Posted 05 August 2020 - 07:02 AM
if palette.dat and tilesXXX.art files are in the same folder as the map it should display correctly
#5 Posted 05 August 2020 - 07:58 AM
I'll have to try that with a vanilla map and project folder. My attempt was with all custom stuff.
#6 Posted 05 August 2020 - 12:38 PM
Mark, on 05 August 2020 - 05:32 AM, said:
Noesis converts the map but it's default textures suck and no way to change them without getting into the program's code.
Wow, ok, I legit had no idea Noesis was even capable of opening up Build maps. This looks promising. How do you get Noesis to show textures?
#7 Posted 05 August 2020 - 12:44 PM
https://cdn.discorda...2040/Ayyyyy.PNG
Ayyyyy
It works, now I gotta wonder how I export this as a model without losing textures
Ayyyyy
It works, now I gotta wonder how I export this as a model without losing textures
#9 Posted 05 August 2020 - 01:43 PM
So I can export it and it gives all the faces materials, but the textures aren't linked for some reason.
Unfortunately it also will not do palswaps
Unfortunately it also will not do palswaps
This post has been edited by Ninjakitty: 05 August 2020 - 03:31 PM
#10 Posted 05 August 2020 - 02:20 PM
So should it work alongside palette.dat and tiles.xxx with Eduke32. Even with TROR and non-Euclidean spaces???!
#11 Posted 05 August 2020 - 03:01 PM
FRVIND, on 05 August 2020 - 02:20 PM, said:
So should it work alongside palette.dat and tiles.xxx with Eduke32. Even with TROR and non-Euclidean spaces???!
Shadow Warrior doesn't have the same TROR as Eduke32 does, and Noesis doesn't do ROR it looks like (though you should be able to fix that once you've gotten a model of the map). Noesis just puts things where they are physically before the game runs.
#12 Posted 05 August 2020 - 07:17 PM
So I'm still at the point where I have to link hundreds of materials to textures manually. Why can't it just detect the png files?
#13 Posted 05 August 2020 - 09:26 PM
Alright I got it, here's what you do:
Put all your art files+palette.dat in a directory with your .map file.
Open the map file with Noesis and go to file>export. Make sure it's set to OBJ. Check Flip UV (Noesis screws up UV on OBJ models) and No Animations (unless you want animations, not sure how that would work). In advanced settings put
Then you can export.
It will not export the mtl file correctly, you must go into the mtl file and put .png after each texture definition or else whatever model viewer/editor you use besides Noesis will not be able to find the textures.
Put all your art files+palette.dat in a directory with your .map file.
Open the map file with Noesis and go to file>export. Make sure it's set to OBJ. Check Flip UV (Noesis screws up UV on OBJ models) and No Animations (unless you want animations, not sure how that would work). In advanced settings put
-scale 0.01 -recenter -rotate 90 0 0 -killdupfaces -dukemapspritemode 0 -dukemapskippara -dukemapshtable -objmtl. (most of these options are just useful, some of them are absolutely required. Click advanced commands for more info and other commands. Also the rotate command might not be needed, I'm using it because it's always facing the wrong direction when I import it in Blender, but that might be Blender's fault)
Then you can export.
It will not export the mtl file correctly, you must go into the mtl file and put .png after each texture definition or else whatever model viewer/editor you use besides Noesis will not be able to find the textures.
#15 Posted 06 August 2020 - 02:30 PM
Still trying to find a way to export the textures with palswaps. I have no idea how to apply palwaps on png files I've already exported. So a bunch of random walls and sprites are blue and it looks very incorrect
#16 Posted 07 August 2020 - 11:39 AM
If your pngs are still 8bit indexed instead of RGB all you'd need to do is switch the palette with any art editor. Getting RGB palswaps to work is harder but doable using evaldraw scripts found with the highcolorlookup stuff for polymer.
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