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Help wanted with importing a map

Open CrabHead opened this issue 2 years ago • 2 comments

Yes you've heard me right a map. For testing i chose C1A0 from Half-Life. It's not very big, just a few rooms and corridors. I extracted the map from Half life source, exported it to .dxf, then from blender i exported it to .fbx and loaded it into the c47edit as a mesh file. There were a lot of mesh types so i chose Z2DOBJ. It loads just fine, but it's untextured thus invisible. However when i try to load it in game, the game crashes.

I think i got the mesh type wrong but i don't know which one to choose since there are so many of them. Can someone help or atleast tell me what i'm doing is impossible to do?

CrabHead avatar Jun 11 '23 20:06 CrabHead

Hi,

Please note that the editor is a WIP, and especially model import is something I implemented recently and haven't tested extensively so there will be bugs.

Though right now if you want a better chance in importing models:

  • In Blender, export your map into the glTF format (.glb or .gltf), as I have mainly tested the editor with this format.
  • When creating the object, use ZSTDOBJ. Instead of creating the object you can also replace the mesh of an existing object as a test.
  • Once imported, verify if the textures are imported in the Tools > Textures window, if you see some textures having their size shown as red, that means the size is invalid. To prevent crashes due to incorrect texture size, but sure to disable texture compression and set a renderer that is NOT Glide in the game's settings.

AdrienTD avatar Jun 13 '23 07:06 AdrienTD

Alright, will try. Ill keep you updated

wt., 13 cze 2023, 09:00 użytkownik Adrien @.***> napisał:

Hi,

Please note that the editor is a WIP, and especially model import is something I implemented recently and haven't tested extensively so there will be bugs.

Though right now if you want a better chance in importing models:

  • In Blender, export your map into the glTF format (.glb or .gltf), as I have mainly tested the editor with this format.
  • When creating the object, use ZSTDOBJ. Instead of creating the object you can also replace the mesh of an existing object as a test.
  • Once imported, verify if the textures are imported in the Tools > Textures window, if you see some textures having their size shown as red, that means the size is invalid. To prevent crashes due to incorrect texture size, but sure to disable texture compression and set a renderer that is NOT Glide in the game's settings.

— Reply to this email directly, view it on GitHub https://github.com/AdrienTD/c47edit/issues/9#issuecomment-1588664280, or unsubscribe https://github.com/notifications/unsubscribe-auth/AOOEB3K4OBDND5SHA3EFQ53XLAFYDANCNFSM6AAAAAAZCROXBA . You are receiving this because you authored the thread.Message ID: @.***>

CrabHead avatar Jun 13 '23 07:06 CrabHead