UPDATED 3-13-10: Anim8or to BZW Converter
Posted: Tue Feb 16, 2010 4:29 pm
UPDATE 2-17-10: Now supports rotation, pyramids and teleporters.
UPDATE 3-13-10: Now you can convert rotation from anim8or without tagging the name.
Using C++ I've created a converter that converts cubes in anim8or to objects in bzflag. In the future I would like to make it so you can convert by dropping a file on the executable, and make it so you can just rotate it in anim8or and not have to use rot_#_.
Instructions on making map:
UPDATE 3-13-10: Now you can convert rotation from anim8or without tagging the name.
Using C++ I've created a converter that converts cubes in anim8or to objects in bzflag. In the future I would like to make it so you can convert by dropping a file on the executable, and make it so you can just rotate it in anim8or and not have to use rot_#_.
Instructions on making map:
- Make the map in anim8or.
While making the map, only use cubes. To change what type of object the cubes are, change the cube's names.- To make a pyramid:
- Put “pyr” (no quotes needed) anywhere in the name.
- Put “tel” (no quotes needed) anywhere in the name. The teleporter’s X size will be set to .125 in the BZW file, so you should set it to .125 in anim8or. (The teleporter will go along bzflag’s Y axis, if you want to change this, rotate it.)
- Rotate the object in anim8or only around the height axis. (This is the only rotation that bzflag supports.) (Edit>Rotation)
- To make a pyramid:
- It’s helpful to color code the cubes in anim8or, so you can see which ones are boxes, pyramids, and teleporters.
Do not name any cubes over 50 characters long.
Do not make any object sizes/positions super long.
It will work more perfectly if you use round numbers to size/position your objects.
- 1. Put an anim8or file named "map.an8" in the same directory as the converter.
2. Run Anim8orBZWConverter.exe
3. The output file will be called map.bzw, and will be in the same directory.