So/pol/come help implement .t3d format please:
> http://sf.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/ The C source code is right here:
> https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/fcdf/attachment/darkplaces_workingon_aug19_2023.zip It's a 2mb download.
The relevant code is in these additional files which have been changed (referenced in the thread):
> https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/f936/attachment/model_brush.c> https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/f936/attachment/model_shared.c> https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/f936/attachment/model_shared.h Specifically at the end of model_brush.c where
>void T3d_..... which is where we got burnt out. It loads and prints the vertex information from, say, example .t3d files such as this:
>https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/2fb2/attachment/boxsubtracted.t3dand this:
> https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/2fb2/attachment/boxsubtractedandboxaddedsmall.t3d Opensource GPL project.
The benifits of adding this format is: to complete the trifecta.
We can allready import maps from
1) Radiant (BSP)
2) Blender (Obj_from_mc)
and also Minetest and BZflag.
If t3d was added UnrealEd would also then be possible.
Any map loadable gets the benefit of over 200 weapons, city generation, procedural routines, 50 spells, 30+ vehicles (up to 60 if you include the newer cars), and the ability to load in any other model that the engine supports.
Also you can address and network up to 4 million entities in this engine (we added that 2 years ago).
That's way more than others: and future proofs the work added to this engine.
>DO it yourself!We already did 2 map formats: we're burnt out.
We started on this one but are
tired.It's an opensource