blud2b and the .map format

General discussion relating to the Transfusion project.

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Mr. Lane
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Post by Mr. Lane »

Hello all.

Two quick questions: did the WinBlood (the more recent WinBlood, not the one from years ago) have its source code released?: I would have thought it would have to be with the BUILD licence and all...and also anyone got Timothy Hales current email address?

Thanks.
Canassa
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Post by Canassa »

Mr. Lane are you still working in this project?

I am also writing a program that converts build maps into a generic 3d format (Ogre3d .mesh to be more specific). My goal is not to write a full game but only a simple .map viewer, but I think that projects like Transfusion could benefit from this since you will be able to export the .mesh file into any other 3d format you want (like 3DMax or Blender).

I already got the Duke3d maps working (still untextured but the geometry is ok! :) ), now my only problem is the Blood level. I tried searching for the blub2b source but I had no luck in finding it. :(


Yours,
Canassa
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Willis

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Post by Willis »

Now that the site appears to be back up, the source for blud2b can be found in http://blood.sourceforge.net/snapshots/ ... 040326.zip
Canassa
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Post by Canassa »

Nice :D

Thanks,
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Caleb_2k
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Post by Caleb_2k »

Escorter wrote:A build to Quake map converter?
Oh my God, that stuff must be full of bugs... :?
i dunno, the source code is out for the quake maps :D

here is a translation from a swedish game site where i found the source =D

To celebrate that Quake turns ten years this year ID decided to release the source code for the maps. Thereby increasing the possibilities to modify the slightly aged shooter after your own desires. The package is mere 2,3 MB big in the zipped form and can be found at John Romeros cleverly named site rome.ro.

that is the traslation done by ME from www.fz.se wich is a decent game site. If you want to take a look at the site i suggest to take a look under WTF!?, fun stuff =D

Btw, i followed a link to romeros site and here is what he wrote.

Since it's Quake 1's tenth anniversary this year (starting June 22nd) I thought I'd dig up and release all of Quake's original map sources. For all these years the only possible way to glean any information from Quake's internal format was from BSP deconstruction programs - but those had problems with tons of brushes generated from insane BSP splits. So finally, here are the originals with the dust blown off of them, shined-up and zipped up. Have fun, mappers!

i know i am not supposed to do this but...
here is a direct link to the file:
http://www.mediamax.com/theromero/Hoste ... source.zip
leileilol

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Post by leileilol »

Quake .map files don't really help Transfusion's situation.

A translation isn't really needed as romero's site already had the news of it :roll:
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Caleb_2k
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Post by Caleb_2k »

meh, felt like it, was bored at 5 AM so i had to kill some time but the map source is a goo thing anyhow :)
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scar3crow
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Post by scar3crow »

CheapAlert - Bah, I3D was literally seconds behind Romero's on the newspost of it... I did nag him to do it that day after all, and had the news post prepared (it was sitting in notepad, unsaved and awaiting the url for the zip). I consider it to be I3D news in a way, but oh well.

Dont see why someone would go to some strange Swedish site and translate since its got coverage from pretty much every Quake site, Romero's site, and a bunch of random larger sites as well.

But this is way off topic.
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Caleb_2k
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Post by Caleb_2k »

myes, agreed way off topic but still in a way it does kinda belong here since someone mentioned the Quake map thingie...

i actually have the original CD of the Deathmatch Maker for quake1 :D

but i visit swedish sites regularly because i am from sweden and i saw the news there first so why not share the info with others eh?
Ishmael wrote:How about a little fire, scarecrow
Canassa
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Post by Canassa »

I decided to rewrite all my code. While trying to import Ogre's mesh format into Blender I find out that Blender has a very powerfull support for Python scripts. So I decided to write a script that imports Build maps direct into Blender.

Besides the fact that coding in Python is much easier than coding in C, Blender already has many libraries that will make my life much easier. Triangulating polygons with holes in C is a pain in the ass.

Right now I've just finished including support for sloped sectors, I still need to draw the walls and fix one thing or two before I can start to convert real maps and see if the script goes fubar or not :)
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Caleb_2k
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Post by Caleb_2k »

nice =)
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DustyStyx
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Post by DustyStyx »

Sounds cool! Any renders?
Canassa
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Post by Canassa »

There isn't much to see yet since the the most complex maps will simple crash my program :-x The only map I know it's working is Duke Nukem's E3L9 "Stadium" since it's a very simple map.

Here is some shots:

Stadium render in Blender:
Image

Stadium wireframe:
Image

This is a small map I made to deebug the code:
Image

And here is the map in Blender:
Image
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DustyStyx
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Post by DustyStyx »

Still, not bad at all!
Canassa
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Post by Canassa »

Okay, it's finally working! :D I just had to fix some bugs in the code and replace my "wall drawing" algorithm by a much simpler one and it started to work.

Now it's the Blender->Ogre exporter that is giving me pain. The exporter does not support two-sided faces, wich means that some walls will be invisible.

As soon as I fix this issue I will start working with textures


Blood's E1L3.map (the train level) in Blender:
Image

This map conversion took around ~5 min in a Celeron 450MHz. Sorry for not posting some decent renders but this computer should be in a museum and not rendenring stuff.
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