Map tools/discoverings

As I don’t want to clutter/bloat/spam portal design threads, I’ll put here links and discoverings that may help the art workflows…now is not defined which route to take, but anyway I think it wont hurt me putting them in an apart thread here…i wont repeat the links I have alredy put.

A java map editor producing *.map files for quake, and importing them also.Is MAC only, though done in java 8-O

JQT Map Editor

Maya exporter, from Maya 3, to Maya5 (said to be easy to compile for Maya6) to export as QuakeIII map files!

bsp to map converter

quake map export plugin (erm…an exe that installs the plugin for max 1 and 2…)

tiny python script to export a quake *.map file. Is not ended (some issue with UVs) but is a start…Strongly interested in this way. Specially to be able to import the modelled geometry in blender (or any, as blender imports obj) And do the game specific part in Quark.

Ac3d has got a .map export :

deled game editor, freeware, has an export of map files (adn deled imports standard mesh formats, not like quark. weird route: modeller–>deled–>quark…)

Game level builder Gmax script,(2.21 is free, 3.0 is comercial) is also for Max, does export a map file. It seems to have way mor emodelling tools than usual, and customized for level editing.

Some of the limits of a .map format :


The .map file format is limited to convex objects, i.e. objects that have no dents. For example a box and a cylinder are ok but a torus or teapot are not.

You cannot export meshes which you have modified so there are dents or holes in it. Therefore anything made from a plane will not work because a plane has holes in it i.e. it is not solid, you can see through the back of it. "

From the game level builder forums.

Seems this map files load ok both in Quark and GtkRadiant map editors.While having much more power so for mesh editing(Gmax/max).

With the format limits, of course. (not even able to do a torus! or any hole)

the mac editor you mention at the beginning is out of date. it is for mac os 8.1… :frowning:

mac software that does not use mac os X should not be considered at all i’d say :?

You are a mac user? I found a mac sit file for a *.LWO(many free converters for the format) to Map converter. (didn’t bookmarked) But anyway, this all is a bit of collecting info, while finally may jME not be using .map format, nor quake editors route in any step.I’m just trying to provide a way to import geometry modelled in other tools to these editors.

Quest map editor. GPLed. (quake1,2,3)

Couldn't the base map mesh be imported from Blender to the jME editor (whenever it is complete) or game?  That way jME specific lighting, misc multi-textures, object placement could be handled by the jME editor while detailed modeling would be handled by an already polished modelling tool.

I just noticed this today on that I may leverage for the initial piece.

Blend2Java -
A set of Python scripts, for use with Blender that will export to Java XML, which can be decoded with the standard java.beans.XMLDecoder class.

I'm just thinking out loud as I'd love to see seemless workflow between Blender / jME editor / jME.  If I get any solid workflows ironed out on the levels I'm doing I'll post them here or in a new thread with a descriptive label.

But…I don't understand it fully…excuse me, please.

I mean…(btw, I'm somehow a Blender user, as of many other packages)  …if is only for the geometry…You could already export as OBJ, the OBJ importers and exporters for Blender have become really ace in the late months…

That besides you can also use a collection of other mesh formats, like ms3d (there's a plugin, non native yet, available as all at elysiun, supporting perfectly animation, I am told)  Which imho is great for static geometry, rigid animated stuff like robots or vehicles, too.

Also, you have ASE support in both areas, in Blender and jME. ASE support originally lights and cameras animated or not…Is like VRML, a very complete format, indeed, ASE is Ascii Scenery Export, I'f I am not wrong, pretending to export most stuff of scenery from Max.

I know there's a UT adapted ASE exporter for Blender, dunno how it'd work in jME, and how standard is that ASE for load with a generic ase loader.

i tend to by far prefer obj: can do multiple meshes, groups, smooth groups, vertex normals, multimaterials, etc…Only not light or cameras supported.

i mean, if you would be refering Blender export supporting every setting of Blender lights you did set, and camera, etc, with all geometry,  then I'd see the advantage…

Besides, all the support you make for ASE, OBJ, or MS3d, you'r doing for Max, Blender, Gmax, Ligtwave, Anim8or, well, any tool.Specially, OBJ. ASE is supported in LW, Max, Gmax(partially through a custom script), Blender, etc. Never as much as OBJ. Ms3d is very good format, recently supported well also by Blender and Max plugins…Besides, of course, Milkshape 3d.This last format is ideal fo rspace ship or vehicles, robots with moving parts.Indeed, is already The option for Blender in those cases… For smooth weights, and jME…I'd use md5, or md2, or md3, depending on the machine you are targeting (low end, etc)

well, some thoughts…

General plugins :

BTW, ase exporter for Blender(one of them) :

md2 export:

obj import/export

(you can use too the ones provided natively)

*.3ds export :


For animation, the format i may end up using for md3-one piece character animations in jME, due to less hardware required than md5 (but I prefer md5) ,  Legato's modification of it :

md5 i/o

milkshape3d, supporting animation, scroll down, you have to copy and paste the post from Billamu's modification of it, surely.