If you want to read more about the changes and additions, head over to the 0.7 overview page.
New Main Features: RMF Export and Circle duplication
The 2 most important additions to the tool are the new ability to export to RMF format, which solves the limitations that come with the Goldsource MAP format, and the new carve function for brushes, which makes the creation of highly complex seamless curves possible.
The base principle of this construction method follows an article, that was first posted to the Sven Coop forums by Kirito in 2018.
Downside: Floating point coordinates
The biggest downside of this method also applies to the new M2C feature: floating point coordinates. Because of these it is usually a good idea to turn the generated curve into a solid entity like func_detail and enclose it with worldbrushes. However it is also possible to use the generated curve as world (seals off the level). Whether this works or not depends on how well the compiler handle it.
Added RMF export per default. Can be toggled with “rmf” 0/1.
Added carving for detail objects. Can be toggled with “d_carve” (0/1).
Added ability of custom origin brush and entity for detail objects. Either add an “ORIGIN”-textured brush or an info_target with name-keyvalue “ORIGIN” to a detail group.
Added random detail object group scaling withing limits. Can be set with “d_scale_rand” similar to other transformation commands: – d_scale_rand “1 0.5 2” (0/1 min max)
Added automatic assignment of any entity to a detail object group. Can be toggled with “d_autoassign” (0/1) and only works globally at the moment (for all curves at the same time).
Added flatcircle (0/1) command to make Pi circle flat instead of pointed. Original circle size is being maintained.
Added another bounding box type: Hollow box. Can be used with “bounds 2”.
Added a precise circle spin mode for detail objects. Can be toggled with “d_circlemode” (0/1).
Added vertex welding for carved brushes and fixing of “borderliner” vertex coordinates (e.g. 128.00002 = 128).
Added 3 beginner PDF tutorials to the tool archive.
Fixed a problem due to different vertex order of MAP files that were exported from J.A.C.K. editor. M2C would print invalid brush errors without apparent reason.
Hello there! Recently I tried to create a model replacement for a Goldsource game for the first time. I had a hard time figuring out the optimal solution, so I made this tutorial to make it public and also not forget about it in the future.
The following buddies are the two characters I was working with. The problem is, not only are they having different sizes, they also have very different proportions. This is usually a problem, because it demands a change in the skeletons bone layout, which will then again lead to outdated animations.
I will show you how I overcame this issue in Blender 2.8.
I wanna quickly show you what I’ve been doing for the last .. 8 days. Some guys from Sven Coop are doing a Christmas map this year and I volunteered to create a snowball cannon. Now I made it far enough to show you some results:
It probably won’t be of help for anybody really, since it is a DevC++ project and basically conforms to C++11, but maybe that isn’t such a big deal for somebody who is desperately trying to find out stuff about Goldsource/Quake map generation?! IDK, go crazy on it. Good luck!
Getting close to release: I more or less finished some remaining issues with the new feature (detail objects).
As you can see it is not a big problem to generate complex curved objects with a lot of details, while still being able to preserve some polygons. The last part is of course spoken relatively, since scenes like these will always consume more polygons than simpler ones and thus have to be used carefully.
After weeks of annoying guesswork I was finally able to implement proper rotations for point entities. Now if you ask yourself “Isn’t it just like rotating a vertex in 3D?”. Well, not exactely. Let’s just say I now know a lot more about Euler angles and rotation matrices than before and I am “absolutely” sure that will be of help in my future life. Yaha.
Anyway, when including detail groups into a source map (loose objects that are not meant to be a part of the curve itself), their member entities can be automatically rotated both along the Pitch and Yaw axis, which means the objects will follow the curve entirely in direction and orientation. This can be helpful to generate specific scenes I can imagine.
Realistic scenes like the one I added.
You know. Realistic stuff like that.
I think I will be able to release version 0.5 in the next couple of weeks.
I am still working on the new feature, which will enable you to generate additional detail objects along curve objects.
I had a hard time figuring out a specific calculation method, that actually wasn’t even necessary in the end, so there went one or two weeks of depressing work.
Pitch for Ramps
As you can see on the GIF I am including a pitch for ramps, which will make sense in some situations, where you want the detail object to actually follow the ramp completely. It won’t produce perfect alignments for every setup though.
Also at the moment the Origin of a detail object is its bounding box center point. Later I might include a way to use actual Origin brushes.
Creating Detail Objects
Detail objects are being created in the same MAP-file as the curve source objects. In order for Map2Curve to know which brush belongs to a detail object group, it has to be given a new Key and Value.
Currently it is done like this:
Key: m2c_dgroup Value: CustomGroupName
A detail object, or rather a detail object group, can consist of multiple different entities. Each one needs the same group name ofc.
What about Point Entities?
I am on it.
Entity angles and numeration
I am aiming at automatically generating rotations for point and solid entities, that use the “angles”-key (NPCs, weapons, light_spot, func_door_rotating, etc.).
Also I want add a function to number entities consecutively (button01,button02,…). For this the tool will look for keys like “target” and “targetname”. This makes generation of functional setups – that depend on individual targetnames – a lot easier.