Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Using Blender to make a brush-based map for Quake.
https://www.youtube.com/watch?v=ymaQ6u2R8dQ
It's a very long video, but it does show the full process of creating a Quake map in Blender. Even if you're not using Quake specifically, you'd export to the same format and be bound by the same rules.
The method used in this video was exporting to OBJ and then using https://bitbucket.org/khreathor/obj-2-map to convert it into a map. This map file can be compiled or loaded into J.A.C.K./other editors.
See some of the comments on that video, some of the replies might be useful.
.map exporter for Blender
https://github.com/c-d-a/io_export_qmap
I think this is based on the first link's method, but skips the step of having to go to OBJ first.
This would let you export a map file straight from Blender.
Note that you need to be careful of what you do in Blender. I'm not sure if the exporter handles any of these cases, but I'm pretty sure that you can't have missing faces or concave shapes. Everything must be convex.