Hi, I am wondering if I can make Tremulous maps with Blender? I highly doubt I can but I am wondering if anyone knows if it's doable, another issue with this might be is that I am using 64 bit Win7 along with 64bit version of Blender so that may complicate things additionally, but I can install 32 bit version of Blender. Thanks for your time guys!
Yes you can, there's a thread about this around here somewhere. The best tool for the job is probably NetRadiant though.
There are indeed a number of threads on this topic. I actually thought I posted in one of them myself, but I can't seem to find it. So this might be as good as time as any to go into some of the more gory details.
When making a map the old fashioned-way, you use radiant to create a .map file. This map file needs to be converted to a .bsp file, which is the format the quake3 engine expects. To do this we need to do something that is known as compiling
and is done by the q3map2 program, which comes with radiant.
q3map does far more than just converting between file formats: it calculcates visibility, so your tremulous client doesn't need to render the entire map all the time, and it also does the lighting
. Basicly q3map2 will calculate light and shadows for every surface, creates a texture for it and stores it inside the bsp file. Most of the shadows you see in-game are precalculated this way.
Fortunatly, there is more inside a tremulousmap than just geometry: we have turrets, acid tubes, reactors and similar stuff. There are also doors, particles and other effects. These are called entities
. They define sll in-game stuff
Enter the Realm of Troubles.
q3map2 only reads .map files, it does not know how to handle .blend files. You can not compile a blender .blend into a .bsp directly.
Blender does not have a .map exporter. I did test one at some point, and the results were horrile. I haven't seen a .map exporter for 2.6 either, if one should exists, please tell me about it!
Blender has no way to define entities, our in-game stuff. You can't place an overmind in blender. If it actually would be possible, you'd need a working .map exporter that supports this as well.
This obviously sucks.
My experience with Blender is somewhat limited. I never made an entire map in it, but it did use it to create a few modest models and use them on maps. Radiant supports 3D models in .ase, .obj and .md3 format. I've seen Blender exporters for .ase and .md3 but they seem to have suffered the same fate as the .map exporter. (Again, if you do have a working exporter, let us know!)
Last time I used it, the .obj exporter actually seems to work. It's also a plain text format, so you can even open the files in notepad for example, to correct texture names). This way you could export parts of your map and use them as misc_model in radiant. Add the necessary entities and you can compile the map.
The Final Problem.
The final problem is the fact that models are ignored in q3map2's visibility calculations. This means that if you'd export your entire map to obj, the Tremulous
client would always render the entire map, killing the framerates we all crave for.
So you'd have to cut your map into several parts. If you keep the original origin, they'll be aligned perfectly provided all misc_model entities are on 0,0,0. But you'd have to manually add caulk blocks to fix visibility. Depending on the complexity of your map, you might also run into problems with collision, which then should be fixed with manual clipping.
TL;DR: What Kynes said.