I have accomplished all of what I was aiming for in this release, including the first version of the path extrusion feature and a complete overhaul of the texture alignment on ramps, which, as I posted recently, now works like the UV Lock feature in JACK.
Next thing I will do is probably creating a few video tutorials and updating the documentation.
As for the rest…
New Feature: Added path extrusion
New Feature: Added World-to-Face alignment conversion on map load
Overhaul: Complete overhaul of the texture alignment for ramps
New settings: p_reverse, p_cornerfix, p_split, ramptex
Added triangulation for 5 sided brushes
Triangulation now default for ramp generation
Fixed minor texture misalignment issues
Future planned features:
Handling of fixed level components like smaller detail objects (lamps, guard rails) or even whole level parts. At the moment you would achieve those by using special paste in an editor like JACK
“Real” path extrusion that works by intersecting lines, like you would usually have it in 3D software.
Texture alignments on ramps
Another little preview on the current update progress for Map2Curve. I was able to polish the texture alignment on ramps a little further. It’s still not perfect, but this doesn’t matter in all situations.
If you want, take a look for yourself. I zipped all the relevant files for this demo map. You can download it here.
Beware, if you try feeding the included files to the current version of Map2Curve, which is 0.2, you will probably not create something beautiful.
The newly improved texture alignments will also make the new path extrusion feature much more interesting for large-scale generation of natural looking landscape.
Being able to use uneven heights is a very important aspect, when generating rock formations like these.
The next big feature of Map2Curve will be brush-extrusion along a path, which was previously created in Hammer.
Having initial issues with the whole path thing, it works nice now.
The current available method creates brushes, that are simple and managable after generation, while still looking smooth in most situations.
This Canyon was generated from a path and a few brushes, all of which was made in Hammer previously. Generation takes a few seconds and produces easy to manage meshes and correct texture alignments, without using triangles. Another planned feature is also height.
1. Added Drag and Drop for map and txt files. When dropping map files,
defaults.txt will always be used for settings if it exists. Otherwise
internal defaults will be used.
2. Added Solid Entity Support. Point Entities are still being ignored
at the moment, but might be considered in a future update.
3. Added Custom Height command “height”, which is being added to each section.
4. Added round coordinates command “round” (0/1).
5. Added “ramp” as an addition to “height”. Usable with linear (1) and
smooth (2) slope.
6. Added Triangulation “tri” (0/1) for 6 sided Brushes only (Cuboids).
Neccessary for ramp generation.
7. Fixed settings file issue.
8. Fixed invalid Brush issue.
Like I already stated in the About section, this will be my new playground to publish articles and media concerning my current projects or those, in which I am involved.
I hope to be less focused on the webdesign and more on the actual thing.
First thing first: I’ve finished a piece of software I was working on for the past 8 months or so. Something I always wanted to have, a tool that can actually generate and texturize circular shapes for the quake map format. But not any circular shapes. These don’t need to be made of triangles! Yes, that’s right. There are a few downsides of course, but otherwise this is kind of a holy grail, so I am really happy to share it with the remaining mapping community.