Молчун

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About Молчун

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  1. Hi! The workflow described here is a perfect way to create huge maps without the need to spend huge amounts of time on manually making the landscape and texturing it! In order to contribute, I have asked Siamangos (Check his Discord freelance topic! https://discord.com/channels/407664041016688662/1092773623451877386) to provide me with a tool which could successfully automize the project of exporting your plane into individual ADTs! I would like to share it so you could do so too. Just open the script when you are in the ADT_OBJTOADT.blend, allign your map correctly according to the ADT_Template, connect it to your map, and then run it. WorkingDirectory: Where you want your .obj files to be exported to. Filename: What will be the working name of the map? (TestMap, MyMap etc.) Create New Map and Remove OBJ once done: in the archive aside from the script.py you will find a bunch of files like ADTAdder.exe and OBJtoADT.jar If the destination folder you have chosen in the WorkingDirectory contain these files, then the .adt files will be generated automatically from your exported .obj files. The latter can also be automatically deleted if you pick this option. Disable these if you just want the .obj files only. Start X and Start Y: As not everyone wants their maps to start with 0_0, here you set the coordinates. So, if you want the first ADT of your map to be called map_name_19_19, then put Start X as 19, and Start Y as 19. If you want it to be 16_21, put start X as 16 and Start Y as 21 etc. Max X and Max Y: These are the end coordinates of your map. In order to calculate them, find out the number of the down right corner ADT of your map. For example, if your map is 4x4 square and starts at 1_1, it will end at 4_4. So, you need to put Max X as 4 and Max Y as 4. Hope it will be helpful! Good luck blender_adt.7z
  2. Great release, thank you so much for sharing it with the community! Though, I have one question - till which version exactly did you convert the items?