Hi, recently we did some programming on the engine and made it so it is easy to use obj files as maps in the game now. You export your obj file, rename it to bla.obj_from_mc and then, if you need it scaled or rotated add some directives to the file name:
bla.scale2048.obj_from_mc
For example for a moderately large terrain map.
Or if your obj file uses and alternate "up"
bla.loadstyle1.obj_from_mc
Or if the default scale is too big and you're using a 1995-2002 unreal/unreal tournament style scale where it's 1:1
bla.basescale1.obj_from_mc (note: the default base scale is basescale48: which matches minetest)
We also programmed in support for bzflag exported obj files (name them bla.obj_from_bz and put them in your maps folder): which required different things than a regular obj file (the normals were different, other things were different, suffice to say no triangles were loaded by the "normal" obj loader: now they are by the modified special for bzflag obj loader)
We would like to support the bzflag world format tho: it's really nice to write by hand, and we'd like to support other formats too.
Also we constantly get threatened by some guy from chan saying they will delete our project and all backups and that we are just a "q3 map, not a game".
We would like more contributors so the game has more livelyness to it so one guy on chan can't attack it.
Could you all join up?
Also we've done alot of programming: bringing the game from 18 weapons up to 217 or more.
We did programming for all of that.
Same with adding Wolfenstine:Enemy Territory support to the engine last year, and obj_from_mc obj_from_bz support this year, or the 4 million entity networking support we added last year.
Doesn't that make it more than "just a q3 map"? Also we've done 50+ maps for the game and many models and songs too? How is it "just a q3 map"?
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Game: https://sourceforge.net/projects/chaosesqueanthology/
Discussion: https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/e4d95485c9/
Hi, recently we did some programming on the engine and made it so it is easy to use obj files as maps in the game now. You export your obj file, rename it to bla.obj_from_mc and then, if you need it scaled or rotated add some directives to the file name:
bla.scale2048.obj_from_mc
For example for a moderately large terrain map.
Or if your obj file uses and alternate "up"
bla.loadstyle1.obj_from_mc
Or if the default scale is too big and you're using a 1995-2002 unreal/unreal tournament style scale where it's 1:1
bla.basescale1.obj_from_mc (note: the default base scale is basescale48: which matches minetest)
We also programmed in support for bzflag exported obj files (name them bla.obj_from_bz and put them in your maps folder): which required different things than a regular obj file (the normals were different, other things were different, suffice to say no triangles were loaded by the "normal" obj loader: now they are by the modified special for bzflag obj loader)
We would like to support the bzflag world format tho: it's really nice to write by hand, and we'd like to support other formats too.
Also we constantly get threatened by some guy from chan saying they will delete our project and all backups and that we are just a "q3 map, not a game".
We would like more contributors so the game has more livelyness to it so one guy on chan can't attack it.
Could you all join up?
Also we've done alot of programming: bringing the game from 18 weapons up to 217 or more.
We did programming for all of that.
Same with adding Wolfenstine:Enemy Territory support to the engine last year, and obj_from_mc obj_from_bz support this year, or the 4 million entity networking support we added last year.
Doesn't that make it more than "just a q3 map"? Also we've done 50+ maps for the game and many models and songs too? How is it "just a q3 map"?
These are the threats we get: