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Research into .MAP format
- Slippery Jim
- Topic Author
- Administrator
Ya textures are of limited importance compared to geometry. It is moderately easy to re-apply textures (except on geometry that was tied to an entity then rotated).
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- DarkSynopsis
- Moderator
Would save me asking for different jsons for testing
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- Slippery Jim
- Topic Author
- Administrator
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Update: okay he is fine with sharing the files with you.
At this time though I ask that you keep them private. Haven't even considered how we feel about releasing this as a ripping tool to the public or how we feel about making one. If we get any progress then will be the time to consider the bigger picture.
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- DarkSynopsis
- Moderator
Slippery Jim wrote: At this time though I ask that you keep them private. Haven't even considered how we feel about releasing this as a ripping tool to the public or how we feel about making one. If we get any progress then will be the time to consider the bigger picture.
No Worries, just for my own tinkering
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- DarkSynopsis
- Moderator
Hopefully with more brushes some number in the array defines what brush the face is meant to belong to otherwise I wouldn't know how to separate them back into different section for the .map, right now with 1 brush we know all those verts go into one section.
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- Copy-Cat
- Elite Member
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What I am trying to say is, although you have the coords for 1 triangle(3verts) you only have 1 triangle of 1 face that can contain up to 10 triangles on a brush missing 5 faces.
If you gonna start small may I suggest adding 1 brush adjacent to the 1rst brush with the same texture and aligned.
Notice that the 2 brushes now become 1 brush and you will have only 12 triangles for 2 brushes when you convert back to map
if you separate the brushes you have 24 triangles for 2 brushes when you convert back to .map.
There are other oddities that will occur. This is one that I found to be troublesome when I recreated the original swat maps back into WC.
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