BZFlag MapU - Box to Mesh V0.2.0

Discussion, updates, modifications, etc for the various map editors...
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BZFlag MapU - Box to Mesh V0.2.0

Post by Tanner » Sat Jan 07, 2006 6:52 pm

Hi,

This is a simple program I made that takes the specifcations of a normal box, and converts it to a mesh allowing the user to spend much less time.

V0.2.0

Features:
  • Current Step Number
  • "Is This What You Want To Do?"
  • Generates a file called "mesh.bzw" with the mesh code.
  • Nicely labeled code telling you which is what side.
Bugs:
  • "Is This What You Want To Do?" does not recognize "Y", "N", "Yes", or "No".
Thanks
-Tanner
Attachments
BM_BM_0_2_0.zip
Box to Mesh V0.2.0
(144.44 KiB) Downloaded 112 times
Last edited by Tanner on Wed Jan 11, 2006 10:01 pm, edited 2 times in total.
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^nightmare^
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Post by ^nightmare^ » Sun Jan 08, 2006 2:44 am

wow thats really awsome. Real easy to make tunnels and stuff.
Great job and keep up the good work :D
Need bzflag help? Try looking here: http://www.freewebs.com/bznightmare/map ... aghelp.htm

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Post by JPT » Sun Jan 08, 2006 5:34 pm

I get the invalid mesh warning, too.
But the porgramm creates a crazy geometric object, not a simple block.
But it's a great job !
With some modification, i can make the mesh work as a platform.

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Post by The Client » Sun Jan 08, 2006 7:29 pm

cool ill have to try it...

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Post by The Knights Who Say Ni » Sun Jan 08, 2006 7:36 pm

nice idea but it needs developing i think
also why does it create gmon.out :?
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Post by The Knights Who Say Ni » Sun Jan 08, 2006 7:39 pm

umm yer i just tested it and it said:

Code: Select all

invalid mesh face (0.000000): 5 6 7  face
  # plane normal = 0 0 1 -8.5
    vertices 5 6 7 # 8.5 8.5 8.5 8.5 -8.5 8.5 8.5 -8.5 8.5
    matref 0
  endface

invalid mesh face (0.000000): 1 2 3  face
  # plane normal = 0 0 1 -8.5
    vertices 1 2 3 # -8.5 8.5 8.5 -8.5 -8.5 8.5 -8.5 -8.5 8.5
    matref 0
  endface

invalid mesh face (0.000000): 0 1 3  face
  # plane normal = 0 0.203259 0 -9.90352e+027
    vertices 0 1 3 # -8.5 8.5 8.5 -8.5 8.5 8.5 -8.5 -8.5 8.5
    matref 0
  endface

invalid mesh face (0.000000): 3 4 5  face
  # plane normal = 0 0.203259 0 -9.90352e+027
    vertices 3 4 5 # -8.5 -8.5 8.5 8.5 8.5 8.5 8.5 8.5 8.5
    matref 0
  endface

invalid mesh face (0.000000): 2 1 0  face
  # plane normal = 0 0 1 -8.5
    vertices 2 1 0 # -8.5 -8.5 8.5 -8.5 8.5 8.5 -8.5 8.5 8.5
    matref 0
  endface

invalid mesh face (0.000000): 6 5 4  face
  # plane normal = 0 0 1 -8.5
    vertices 6 5 4 # 8.5 -8.5 8.5 8.5 8.5 8.5 8.5 8.5 8.5
    matref 0
  endface

invalid mesh face (0.000000): 7 6 4  face
  # plane normal = 0 0 0 0
    vertices 7 6 4 # 8.5 -8.5 8.5 8.5 -8.5 8.5 8.5 8.5 8.5
    matref 0
  endface

invalid mesh face (0.000000): 4 3 2  face
  # plane normal = 0 0 0 0
    vertices 4 3 2 # 8.5 8.5 8.5 -8.5 -8.5 8.5 -8.5 -8.5 8.5
    matref 0
  endface

invalid mesh face (0.000000): 5 6 7  face
  # plane normal = 0 0 1 0
    vertices 5 6 7 # 8.5 8.5 0 8.5 -8.5 0 8.5 -8.5 0
    matref 0
  endface

invalid mesh face (0.000000): 1 2 3  face
  # plane normal = 0 0 1 0
    vertices 1 2 3 # -8.5 8.5 0 -8.5 -8.5 0 -8.5 -8.5 0
    matref 0
  endface

invalid mesh face (0.000000): 0 1 3  face
  # plane normal = 0 2.10195e-044 0 0
    vertices 0 1 3 # -8.5 8.5 0 -8.5 8.5 0 -8.5 -8.5 0
    matref 0
  endface

invalid mesh face (0.000000): 3 4 5  face
  # plane normal = 0 2.10195e-044 0 0
    vertices 3 4 5 # -8.5 -8.5 0 8.5 8.5 0 8.5 8.5 0
    matref 0
  endface

invalid mesh face (0.000000): 2 1 0  face
  # plane normal = 0 0 1 0
    vertices 2 1 0 # -8.5 -8.5 0 -8.5 8.5 0 -8.5 8.5 0
    matref 0
  endface

invalid mesh face (0.000000): 6 5 4  face
  # plane normal = 0 0 1 0
    vertices 6 5 4 # 8.5 -8.5 0 8.5 8.5 0 8.5 8.5 0
    matref 0
  endface

invalid mesh face (0.000000): 7 6 4  face
  # plane normal = 52.5891 0 0 0
    vertices 7 6 4 # 8.5 -8.5 0 8.5 -8.5 0 8.5 8.5 0
    matref 0
  endface

invalid mesh face (0.000000): 4 3 2  face
  # plane normal = 52.5891 0 0 0
    vertices 4 3 2 # 8.5 8.5 0 -8.5 -8.5 0 -8.5 -8.5 0
    matref 0
  endface
this is the map file:

Code: Select all

#Mesh Generated By BZFlag MapU - MeshBox to Map By TS Software

#Right
mesh
	Vertex -8.5  8.5  8.5
	Vertex -8.5  8.5  0
	Vertex -8.5  -8.5  8.5
	Vertex -8.5  -8.5  0
face
	vertices 0 1 2 3
endface
face
	vertices 3 2 1 0
endface
end

#Left
mesh
	Vertex 8.5  8.5  8.5
	Vertex 8.5  8.5  0
	Vertex 8.5  -8.5  8.5
	Vertex 8.5  -8.5  0
face
	vertices 0 1 2 3
endface
face
	vertices 3 2 1 0
endface
end

#Front
mesh
	Vertex -8.5  8.5  8.5
	Vertex -8.5  8.5  0
	Vertex 8.5  8.5  8.5
	Vertex 8.5  8.5  0
face
	vertices 0 1 2 3
endface
face
	vertices 3 2 1 0
endface
end

#Back
mesh
	Vertex -8.5  -8.5  8.5
	Vertex -8.5  -8.5  0
	Vertex 8.5  -8.5  8.5
	Vertex 8.5  -8.5  0
face
	vertices 0 1 2 3
endface
face
	vertices 3 2 1 0
endface
end

#Top
mesh
	Vertex -8.5  8.5  8.5
	Vertex -8.5  8.5  8.5
	Vertex -8.5  -8.5  8.5
	Vertex -8.5  -8.5  8.5
	Vertex 8.5  8.5  8.5
	Vertex 8.5  8.5  8.5
	Vertex 8.5  -8.5  8.5
	Vertex 8.5  -8.5  8.5
face
	vertices 0 1 2 3 4 5 6 7
endface
face
	vertices 7 6 5 4 3 2 1 0
endface
end

#Bottom
mesh
	Vertex -8.5  8.5  0
	Vertex -8.5  8.5  0
	Vertex -8.5  -8.5  0
	Vertex -8.5  -8.5  0
	Vertex 8.5  8.5  0
	Vertex 8.5  8.5  0
	Vertex 8.5  -8.5  0
	Vertex 8.5  -8.5  0
face
	vertices 0 1 2 3 4 5 6 7
endface
face
	vertices 7 6 5 4 3 2 1 0
endface
end
im not great with maps but i dont think that thats right... :lol-old:
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Post by khazhyk » Sun Jan 08, 2006 8:29 pm

how come it places the excact same vertex twice in a row?
Vertex -8.5 8.5 0
Vertex -8.5 8.5 0

Vertex -8.5 -8.5 0
Vertex -8.5 -8.5 0

Vertex 8.5 8.5 0
Vertex 8.5 8.5 0

Vertex 8.5 -8.5 0
Vertex 8.5 -8.5 0
Last edited by khazhyk on Sun Jan 08, 2006 9:40 pm, edited 1 time in total.
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Post by Tanner » Sun Jan 08, 2006 9:01 pm

The Knights Who Say Ni wrote:nice idea but it needs developing i think
also why does it create gmon.out :?
I beleive gmon.out is something to do with it running in the cmd.

To people with problems:

What coordinates are you using (for position and box)?

-Tanner
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Post by The Knights Who Say Ni » Sun Jan 08, 2006 10:11 pm

postion 0,0,0
size 17,17,17

simple...
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Post by Tanner » Mon Jan 09, 2006 12:33 am

The Knights Who Say Ni
I tried that too, and get the same results.

me1
Hmm, I'll have to check my formulas.

Hopefully, I can get this fixed.

-Tanner
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Post by Teppic » Mon Jan 09, 2006 1:42 am

Couple of things, a cube needs 8 vertices and the one in the example above has 32, they may be the same ones defined over and over again, but it's a waste of space in the map file.
Secondly, the way in which boxes are read by the map reader then put into the actual map is a little off compared to the co-ords of vertices that are in the example:- The size in x and y is applied to the box in both positive and negative directions, where as the size in z is is only applied in the positive direction, so a box 20 x 20 x 20 would be 40 wide , 40 long and 20 high.

EDIT: also marking an inside point 1/2 z above the origin and making the structure a single mesh should stop flag and player spawning inside the box.

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Post by Tanner » Wed Jan 11, 2006 10:01 pm

Updated Version 0.2.0

Fixed the error problem. Should work very nicely now....

-Tanner
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Post by The Knights Who Say Ni » Fri Jan 13, 2006 7:37 pm

umm are you going to attach it?
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Post by Tanner » Fri Jan 13, 2006 9:23 pm

The Knights Who Say Ni wrote:umm are you going to attach it?
In original post. :)

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Post by Mostly Harmless! » Mon Jan 16, 2006 8:21 am

I had nothing to do, and wanted to try out an icon editor. So I decided to make an icon for this program. Bear in mind that this is my first icon and I will make any changes neseccary.
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[The extension ico has been deactivated and can no longer be displayed.]


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Post by eagle » Mon Jan 16, 2006 1:35 pm

hey, thats pretty cool mostly harmless. what did you use?




one problem with the program thing......its .exe and i have a mac :(
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Post by im fine u? » Mon Jan 16, 2006 5:17 pm

I use Awicons Lite for icons, if anyone cares :D
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Post by Mostly Harmless! » Mon Jan 16, 2006 5:19 pm

I downloaded a trial of icon lover.

I never make stupid mistakes. Only very, very clever ones.
It is not the fall that kills you. It's the sudden stop at the end.
Always remember you are unique. Just like everybody else.

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curious

Post by person1 » Tue Jan 17, 2006 5:53 pm

what is the point of this program?

Will it later be able to combine the outline of multiple boxes into one mesh or what?
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Re: BZFlag MapU - Box to Mesh V0.2.0

Post by Tanner » Tue Jan 17, 2006 10:16 pm

Tanner wrote: This is a simple program I made that takes the specifcations of a normal box, and converts it to a mesh allowing the user to spend much less time.
-Tanner
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Post by BIYA » Mon Jan 23, 2006 12:57 am

I understand that part but what do you mean by it saving time?

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Post by Mostly Harmless! » Mon Jan 23, 2006 1:58 am

It allows the user to specify the information as if he were making a normal box, but outputs it as mesh. Not a meshbox.

I never make stupid mistakes. Only very, very clever ones.
It is not the fall that kills you. It's the sudden stop at the end.
Always remember you are unique. Just like everybody else.

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mesh, meshbox, and vi

Post by badgerking » Sat May 27, 2006 3:48 am

Just curious but what's the difference from an opengl perspective of a mesh and meshbox? My thought was that meshbox was probably a bzfs "macro" of some kind that automated the creation of boxes via the mesh.

If you really want to quickly convert a 1.0 map of boxes, just open the file in a real text editor, like vi, and globally replace box with meshbox. No need for an external program to do it.

Or am I missing the point of this program?

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Post by TD-Linux » Sat May 27, 2006 8:39 pm

This is a good idea. The really nice thing about it is that you can, after running your map through it, import it into Blender and your boxes are now fully editable like meshes!

ENTRIELY OFF-TOPIC: You don't need to use a shareware or adware program like awicons, the GIMP supports exporting them. Try googling it.

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