LarryG on 14/6/2017 at 21:23
Does it work on stripped missions? And does it help recreate the brushes?
R Soul on 14/6/2017 at 21:33
1st question: Yes. WR = worldrep, which is the set of cells created by portalizing/optimizing.
2nd question: No, but that's not the request. Someone is trying to make a map.
PinkDot on 14/6/2017 at 21:56
It's funny (or not) how the word 'map' is so ambiguous in the world of 3d graphics and game design...
john9818a on 14/6/2017 at 22:16
The terrain is so simple that someone could simply eyeball survey the mission and draw out a map by hand. It would be no different than if a character like Felix had hand wrote a map during an expedition.
LarryG on 14/6/2017 at 22:43
Quote Posted by PinkDot
It's funny (or not) how the word 'map' is so ambiguous in the world of 3d graphics and game design...
exactly
Unna Oertdottir on 15/6/2017 at 07:51
The wr_export_obj feature is working on stripped missions. But in the top view, there's not much to see. Just a square.
This is the back view.
Inline Image:
https://i.imgsafe.org/23c3eaecab.jpg
Ricebug on 15/6/2017 at 11:25
Quote Posted by Unna Oertdottir
The wr_export_obj feature is working on stripped missions. But in the top view, there's not much to see. Just a square.
This is the back view.
Inline Image:
https://i.imgsafe.org/23c3eaecab.jpgDoesn't look like there's any way of "crawling around" in there. Bummer.
As stated earlier, I'm not the one doing the map, it's someone else in the community. The person is doing what John9818a suggested, but they are having a tough time of it, apparently.
PinkDot on 15/6/2017 at 12:52
To see more just display it in wireframe.
Also, most of 3d applications allow for viewport clipping. Usually a camera would have near and far clipping planes which remove everything before and after these planes accordingly. This might help with separating different overlapping floors from each other, when used on a top view camera.
I don't know how this feature is called exactly in Blender, but I believe it has it too.
R Soul on 15/6/2017 at 17:51
You need to ensure backfaces are turned off. In Anim8or they're on by default. The export feature can also search for the terrain textures. You should extract the contents of 'fam.crf' (or the fam folder from ep2.crf if you use the Enhancement Pack) into any folder in your T2 folder, and if necessary convert them to a format supported by your object program. For Anim8or .gif is probably the best one. For Blender, png or dds are recommended instead.