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[RELEASE] BUILD Map Importer - Blender Add-on

User is offline   jensnt 

#1

Hi, I recently released the first version of my BUILD Map Importer Add-on for Blender.

It enables you to import .MAP files directly in Blender.
For textures you need to specify a path to a texture folder in it's preferences.

You can find a detailed description as well as an example map with some free textures on the Project GitHub page:
https://github.com/j...mport_build_map

I will also attach the Add-on and the example map here.

Hope you enjoy! ;)
Feedback is very welcome.

Attached thumbnail(s)

  • Attached Image: e1l1.png
  • Attached Image: import-options.png
  • Attached Image: preferences.png
  • Attached Image: roof.jpg

Attached File(s)


16

User is offline   Radar 

  • King of SOVL

#2

That looks awesome. First pic kind of looks like what I would expect a great renderer to look like.
0

User is offline   juvenite 

#3

That is so sick, I've been wanting to see something like this in ages. Thank you.
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User is offline   Hank 

#4

The add-on works well. :)

Well, it's a start only. (Renderer used is only Workbench)

Attached Image: unti10.jpg

No idea how to set up the parallax sky in Blender, and it's shading. Any ideas? (Yes, I can delete the top and make a conventional skybox instead.)

Next is to re-write all my tiles from Build numbering system to the add-on's, and make a show piece of one of my unpublished levels. But it will take some time.
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User is offline   jensnt 

#5

View PostHank, on 22 May 2023 - 10:27 AM, said:

The add-on works well. :)

Well, it's a start only. (Renderer used is only Workbench)

Attachment unti10.jpg

No idea how to set up the parallax sky in Blender, and it's shading. Any ideas? (Yes, I can delete the top and make a conventional skybox instead.)

Next is to re-write all my tiles from Build numbering system to the add-on's, and make a show piece of one of my unpublished levels. But it will take some time.



I'm really happy you find the Add-on useful! :D

For the parallax I also didn't find a good shader setup yet.
That's also why I sorted everything with parallax into the Sky Collection so it can be easily hidden and replaced with a skybox.
If I get to know of a good shader setup I will gladly include it in the Add-on. :)
Please share if you have anything.

Regarding the tiles/textures numbering system, I just went with what the Xtract tool was using: https://blood.source...net/rebuild.php
But I was already thinking of supporting other numbering systems. E.g. just the plain picnum as filename.
What numbering system do you use for your files? (Best case I can save you some time rewriting all those file names ^^)

Also, I'm looking forward for that show piece!

This post has been edited by jensnt: 23 May 2023 - 05:20 AM

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User is offline   Hank 

#6

View Postjensnt, on 23 May 2023 - 05:13 AM, said:

I'm really happy you find the Add-on useful! :D

For the parallax I also didn't find a good shader setup yet.
That's also why I sorted everything with parallax into the Sky Collection so it can be easily hidden and replaced with a skybox.
If I get to know of a good shader setup I will gladly include it in the Add-on. :)
Please share if you have anything.

Regarding the tiles/textures numbering system, I just went with what the Xtract tool was using: https://blood.source...net/rebuild.php
But I was already thinking of supporting other numbering systems. E.g. just the plain picnum as filename.
What numbering system do you use for your files? (Best case I can save you some time rewriting all those file names ^^)


Also, I'm looking forward for that show piece!

This would be welcome. I use the "picnum" values for my tiles.
Attached is the official Duke 3D HRP def file. There, all textures are numbered from 0 to 5119. Teams who create Total Conversions and custom levels (I hate the term modders), use the same tile setup via a .def file.

Still, before you program this change, perhaps, wait for more active level makers on what they prefer. :)

Attached File  textures.zip (15.03K)
Number of downloads: 44
0

User is offline   Mark 

#7

Wow, how did I miss this. I'll have to try it out right now.
1

User is offline   jensnt 

#8

View PostHank, on 24 May 2023 - 09:06 AM, said:

This would be welcome. I use the "picnum" values for my tiles.
Attached is the official Duke 3D HRP def file. There, all textures are numbered from 0 to 5119. Teams who create Total Conversions and custom levels (I hate the term modders), use the same tile setup via a .def file.

Still, before you program this change, perhaps, wait for more active level makers on what they prefer. :)

Attachment textures.zip


OK thank you. :)
Just released version 1.1.0:
https://github.com/j...ases/tag/v1.1.0

Changes:
- Support for plain BUILD tile number as texture file names (with optional leading zeros)
- Allow .jpg as texture file format

Btw., is it possible to edit the first post of this topic so the new version is available on top?
Or should I create a new topic?

Attached File(s)



This post has been edited by jensnt: 24 May 2023 - 01:41 PM

2

User is offline   Tea Monster 

  • Polymancer

#9

Posted Image
2

User is offline   Mark 

#10

Unfortunately a lot of the maps in my projects are version 9 and won't load. Is it the use of TROR that converts it to 9?

This post has been edited by Mark: 25 May 2023 - 05:20 AM

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User is offline   jensnt 

#11

View PostMark, on 25 May 2023 - 05:19 AM, said:

Unfortunately a lot of the maps in my projects are version 9 and won't load. Is it the use of TROR that converts it to 9?


Hi
Yes, TROR is what distinguishes map version 9 from 8 as you can see here:
https://moddingwiki...._Format_(Build)

I don't have any more documentation about how the file format really is different from version 8 than that wiki so I did not put effort in supporting it yet.
Also, I don't have a map file that really makes use of those TROR features of version 9.

Maybe I should try to dig one up and see what I can do to support it.
Or if you already have a map file, that you can send me, where you think it makes use of the version 9 TROR features I would be happy to have a look at that to see what I can do. :)

This post has been edited by jensnt: 25 May 2023 - 06:47 AM

2

User is offline   jensnt 

#12

View PostMark, on 25 May 2023 - 05:19 AM, said:

Unfortunately a lot of the maps in my projects are version 9 and won't load. Is it the use of TROR that converts it to 9?


OK, I found that the dust 2 map is version 9 and is making use of TROR: https://forums.duke4...release-dust-2/

I disabled the version check in my add-on and the map did load but had a lot of ceilings, floors and walls in places where there should be none. Also texture alignment was off.
So there is some stuff going on that I don't know about with TROR.
Not sure if and when I can support that unfortunately...

I could maybe make a checkbox in the import options to allow opening version 9 maps anyway. With a warning that there might be errors.
Might still be useful if those maps don't make too heavy use of TROR.

This post has been edited by jensnt: 25 May 2023 - 11:02 AM

1

User is offline   Hank 

#13

Here is one of the simplest TROR maps, I know of. It’s a tutorial map on how to do TROR.
Perhaps look and see, if removing the version check would work there.

https://www.moddb.co...-vector-slicing
1

User is offline   jensnt 

#14

View PostHank, on 26 May 2023 - 12:16 PM, said:

Here is one of the simplest TROR maps, I know of. It’s a tutorial map on how to do TROR.
Perhaps look and see, if removing the version check would work there.

https://www.moddb.co...-vector-slicing


Thank you. That is helpful to have a simple map like that to test with.
I tried to do something like that in mapster32 but failed. :P

I started looking into how TROR works and figured a few things out.
I made a new experimental version of the Add-on with some changes and without the version check but giving you a warning for Version 9 maps. (see attached zip)

Floors and Ceilings might already work correctly with TROR in that version. Please tell me if not.

Walls are a bit more complicated and there are walls where there should be none.
It will take more time and some refactoring to sort that out. Don't hold your breath. :)

Attached File(s)



This post has been edited by jensnt: 26 May 2023 - 01:15 PM

1

User is offline   jimbob 

#15

awesome, i have to give this a try :)
1

User is offline   Mark 

#16

I tested with a version 9 map from one of my projects. It does indeed work now. Thanks for the upate.

Attached thumbnail(s)

  • Attached Image: blendermap.jpg

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User is offline   jensnt 

#17

OK, quick update.
I have figured out what the problem with the walls with TROR was. :D

So here is another release with the fix. Still experimental, though!
Please tell me if you see any errors with this.

Attached File(s)


1

User is offline   Hank 

#18

View Postjensnt, on 29 May 2023 - 01:23 PM, said:

OK, quick update.
I have figured out what the problem with the walls with TROR was. :D

So here is another release with the fix. Still experimental, though!
Please tell me if you see any errors with this.

Well, I don't see a problem. I say it's a good fix, and will stay in my Blender :thumbsup:
0

User is offline   Hank 

#19

I looked into trying to mimic the parallax from Build.
The simplest shader I found was,
https://b3d.interpla...der-in-blender/

But it did not look so hot, to keep it polite, nor did the more complex one’s.
My suggestion: simply group all ceilings, designated as parallaxed, including their adjacent walls and make them ‘invisible’. Now all one has is a missing sky. The user could import his sky tiles, use them for the world environment in Blender and adjust them first to suit/as needed. Methinks, if you import your level into Blender, you know what Blender is capable off, and cannot resist to use its more interesting features anyways. :P
(As I wrote, for me it’s a show off for my level, and I love Blender 3D)
0

User is offline   Paul B 

#20

If only Blender was a seemless as Mapster when navigating the model.
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User is offline   Hank 

#21

View PostPaul B, on 07 June 2023 - 11:46 AM, said:

If only Blender was a seemless as Mapster when navigating the model.

Have you tried the Walk Navigation? :)
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User is offline   Paul B 

#22

View PostHank, on 07 June 2023 - 01:06 PM, said:

Have you tried the Walk Navigation? :)


Thank you, that helped a lot. First time playing with blender. Way more advanced than what I need =)
1

User is offline   jensnt 

#23

View PostHank, on 06 June 2023 - 11:18 AM, said:

I looked into trying to mimic the parallax from Build.
The simplest shader I found was,
https://b3d.interpla...der-in-blender/

But it did not look so hot, to keep it polite, nor did the more complex one’s.
My suggestion: simply group all ceilings, designated as parallaxed, including their adjacent walls and make them ‘invisible’. Now all one has is a missing sky. The user could import his sky tiles, use them for the world environment in Blender and adjust them first to suit/as needed. Methinks, if you import your level into Blender, you know what Blender is capable off, and cannot resist to use its more interesting features anyways. :P
(As I wrote, for me it’s a show off for my level, and I love Blender 3D)


Yeah.. the solutions I found were also not that good looking.
But thank you for looking into it! :)

And yes, that's exactly what I did with the "Sky" collection, so it can easily be hidden:
(You need to have the "Split Sky" Check box active in the import settings for that collection to be created but it is on by default)

Attached thumbnail(s)

  • Attached Image: Bildschirmfoto_2023-06-08_14-27-57.png

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