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Thread: OBJ2Map [mesh-wise]

  1. #1
    Sergeant serthy's Avatar
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    OBJ2Map [mesh-wise]

    Hey

    i wrote this simple thing to convert *.obj to *.map!

    THIS IS USING ONLY MESHES!

    it is like the VMF2Map-converter, but in instead of brushes, it is using meshes

    Code:
    <?php
    /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
    
    	ini_set( "memory_limit" , "500M" );
    	
    	$path = "X:\\MODDING\\COD2\\map_source\\";		//output path
    	$name = "objfile";					//input filename
    	$scale = 1;						//output scale
    	$snapToGrid = false;					//this may distort the output!
    	
    	echo "Converting $name.obj!\n";
    
    	$objString = file_get_contents( $name . ".obj" );
    	$obj = parse_OBJ( $objString );
    	$map = export_OBJ2MAP( $obj , $scale , $snapToGrid );
    	
    	file_put_contents( "$path$name.map" , $map );
    	
    /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
    
    function parse_OBJ( $mapSourceString )
    {
    	$obj = array();
    	$obj["faces"] = array();
    	$obj["verts"] = array();
    			
    	$lines = explode( "\n" , $mapSourceString );
    	
    	foreach( $lines as $line )
    	{
    		$temp = explode( " " , $line );
    		$val = $temp[0];
    		
    		switch( $val )
    		{
    			case "#":			//skip the unwanted elements like
    			case "usemtl":			//bezier curves, splines, groubs, objects,
    			case "mtllib":			//materials, vertexnormals, vertextestures etc
    			case "s":			//to stay as easy as possible
    			case "vt":
    			case "vn":
    			case "o":
    				break;
    								
    			case "v":			//plain vertex: v xCoord yCoord zCoord weight
    							//strip only the 3 worldcoords
    							//keep the order to get the globalVertexIndex later on!
    							//this code ignores the lokalVertexIndex
    				$obj["verts"][] = array_slice( $temp , 1 , 3 );
    								
    				break;
    				
    			case "f":			//plain face: f globalVertIndex1/globalVertParamIndex1/globalVertNormalIndex1
    							//this discribes 1 vertex with the globalVertexIndex of the siad vertex
    							//if the globalVertexIndex is negative it will use the lokalVertexIndex! (not used here)
    				$temp = array_slice( $temp , 1 , 3 );
    				
    				//strip the elements and leave the globalVertexIndex
    				foreach( $temp as $key => $val )
    				{
    					$val = explode( "/" , $val );
    					$temp[$key] = $val[0];
    				}
    				
    				$obj["faces"][] = $temp;
    				
    				break;
    		}
    	}
    	
    	return $obj;
    }
    
    function export_OBJ2MAP( $obj , $scale = 1 , $snapToGrid = false )
    {
    	$map = "";
    	$map = "iwmap 4\n";
    	$map .= "{\n";
    	$map .= "\t\"classname\" \"worldspawn\"\n";
    	
    	foreach( $obj["faces"] as $face )
    	{
    		$vertStrArray = array();
    				
    		foreach( $face as $vertIndex )
    		{
    			$vertIndex = (int)$vertIndex - 1;
    			
    			if( $vertIndex < 0 || !isset( $obj["verts"][$vertIndex] ) )
    				break;
    		
    			$vert = $obj["verts"][$vertIndex];
    			
    			$vertStr = "v ";
    			
    			foreach( $vert as $coord )
    			{
    				$coord = (float)$coord * $scale;
    				
    				if( $snapToGrid )
    					$coord = round( $coord );
    					
    				$vertStr .= $coord;
    				$vertStr .= " ";
    			}
    
    			$vertStr .= "t -160 -160 -0.625 0.625\n";
    
    			$vertStrArray[] = $vertStr;
    		}
    
    		if( count( $vertStrArray ) != 3 )		//this code handles only trinagles!
    			continue;				//so your *.obj file should consists out of them!
    		
    		$faceStr = "";
    		$faceStr .= "\t{\n";
    		$faceStr .= "\t\tmesh\n";
    		$faceStr .= "\t\t{\n";
    		$faceStr .= "\t\t\tcaulk\n";
    		$faceStr .= "\t\t\tlightmap_grey\n";
    		$faceStr .= "\t\t\t2 2 16 8\n";
    		$faceStr .= "\t\t\t(\n";
    		$faceStr .= "\t\t\t\t$vertStrArray[0]";		//play with the indexes here
    		$faceStr .= "\t\t\t\t$vertStrArray[1]";		//there must be 3 uniques (0,1,2)
    		$faceStr .= "\t\t\t)\n";
    		$faceStr .= "\t\t\t(\n";
    		$faceStr .= "\t\t\t\t$vertStrArray[2]";		//and one duplicate > quad to triangle!
    		$faceStr .= "\t\t\t\t$vertStrArray[2]";		//this is the best for me right now
    		$faceStr .= "\t\t\t)\n";
    		$faceStr .= "\t\t}\n";
    		$faceStr .= "\t}\n";
    			
    		$map .= $faceStr;
    	}
    	
    	$map .= "}\n";
    	
    	return $map;
    }
    usage: VMF2Map


    cheers Serthy
    Last edited by serthy; 16th December 2012 at 14:40.

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    kung foo man (16th December 2012)

  3. #2
    Assadministrator kung foo man's Avatar
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    Hey, nice work

    Just tried it, but from inside its invisible. Is it only for decoration?

    Click image for larger version. 

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  4. #3
    Sergeant serthy's Avatar
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    in Radiant:
    select all [i]
    flip normals [shift + i]

    the texturing is not working at all, also in fact that this is using triangles (and the *.map requires at least 2x2 vertices, so the fourth is just a copie of another) there is no way (for me right now) to point out the normals, textures, lightmaps. you cant also connect every plane to the next, since *.map uses 2 types of vertices (red & pink ones)

    to flip the normals you have to switch the Y and Z coordinate for every vertex of that mesh (in *.map)

    here is the *.OBJ file format reference.. Attachment 92 if someone is interested in it lol
    Last edited by serthy; 16th December 2012 at 20:10.

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    kung foo man (16th December 2012)

  6. #4
    Assadministrator kung foo man's Avatar
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    Hey, here is what i needed to do also:

    Select all: I
    Click some Texture
    Open Surface inspector (press S) then [Fit]-button
    Selection -> Rotate -> Rotate Y
    Selection -> Scale 100,100,100

    Then it looks usable

    Click image for larger version. 

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  7. #5
    Sergeant serthy's Avatar
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    fixed rotation
    added paths
    PHP Code:
    <?php
    /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */

        
    ini_set"memory_limit" "500M" );
        
        
    $name "testmap";                            //input filename
        
    $scale 35;                                //output scale
        
    $snapToGrid true;                        //this may distort the output!
        
    $texture "case";                        //default texture
        
    $version "cod2";                        //game version

        
    switch( $version )
        {
            case 
    "cod5":
                
    $path "G:\\Modding\\spiele\\cod5\\map_source\\SERTHYWARS\\";
                break;
            case 
    "cod2":
                
    $path "X:\\MODDING\\COD2\\map_source\\";
                break;
            default:
                
    $path "X:\\MODDING\\COD2\\map_source\\";
                break;
        }

        echo 
    "Converting $name.obj!\n";

        
    $objString file_get_contents$name ".obj" );
        
    $obj parse_OBJ$objString );
        
    $map export_OBJ2MAP$obj $scale $snapToGrid $texture $version );
        
        
    file_put_contents"$path$name.map" $map );
        
        echo 
    "Converting done!\n";

    /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */

    function parse_OBJ$mapSourceString )
    {
        
    $obj = array();
        
    $obj["faces"] = array();
        
    $obj["verts"] = array();
                
        
    $lines explode"\n" $mapSourceString );
        
        foreach( 
    $lines as $line )
        {
            
    $temp explode" " $line );
            
    $val $temp[0];
            
            switch( 
    $val )
            {
                case 
    "#":            //skip the unwanted elements like
                
    case "usemtl":        //bezier curves, splines, groubs, objects,
                
    case "mtllib":        //materials, vertexnormals, vertextestures etc
                
    case "s":            //to stay as easy as possible
                
    case "vt":
                case 
    "vn":
                case 
    "o":
                    break;
                                    
                case 
    "v":            //plain vertex: v xCoord yCoord zCoord weight
                                //strip only the 3 worldcoords
                                //keep the order to get the globalVertexIndex later on!
                                //this code ignores the lokalVertexIndex
                    
    $obj["verts"][] = array_slice$temp );
                                    
                    break;
                    
                case 
    "f":            //plain face: f globalVertIndex1/globalVertParamIndex1/globalVertNormalIndex1
                                //this discribes 1 vertex with the globalVertexIndex of the siad vertex
                                //if the globalVertexIndex is negative it will use the lokalVertexIndex! (not used here)
                    
    $temp array_slice$temp );
                    
                    
    //strip the elements and leave the globalVertexIndex
                    
    foreach( $temp as $key => $val )
                    {
                        
    $val explode"/" $val );
                        
    $temp[$key] = $val[0];
                    }
                    
                    
    $obj["faces"][] = $temp;
                    
                    break;
            }
        }
        
        return 
    $obj;
    }

    function 
    export_OBJ2MAP$obj $scale $snapToGrid true $texture "case" $version "cod2" )
    {
        
    $map "";
        
    $map .= "iwmap 4\n";

        if( 
    $version == "cod5" || $version == "cod4" )
        {
            
    $map .= "\"000_Global\" flags  active\n";
            
    $map .= "\"The Map\" flags\n";
        }

        
    $map .= "{\n";
        
    $map .= "\t\"classname\" \"worldspawn\"\n";
        
        foreach( 
    $obj["faces"] as $face )
        {
            
    $vertStrArray = array();
                    
            foreach( 
    $face as $vertIndex )
            {
                
    $vertIndex = (int)$vertIndex 1;
                
                if( 
    $vertIndex || !isset( $obj["verts"][$vertIndex] ) || count$obj["verts"][$vertIndex] ) != )
                    break;
            
                
    $vert $obj["verts"][$vertIndex];
                
                for( 
    $c $c $c++ )
                {
                    
    $coord = (float)$vert[$c] * $scale;

                    if( 
    $snapToGrid )
                        
    $coord round$coord );

                    
    $vert[$c] = $coord;
                }

                
    $vertStrArray[] = "v $vert[0] $vert[2] $vert[1] t -1600 -1600 -0.625 0.625\n";
            }

            if( 
    count$vertStrArray ) != )            //this code handles only trinagles!
                
    continue;                        //so your *.obj file should consists out of them!
            
            
    $faceStr "";
            
    $faceStr .= "\t{\n";
            
    $faceStr .= "\t\tmesh\n";
            
    $faceStr .= "\t\t{\n";
            
    $faceStr .= "\t\t\ttoolFlags splitGeo;\n";
            
    $faceStr .= "\t\t\t$texture\n";
            
    $faceStr .= "\t\t\tlightmap_gray\n";
            
    $faceStr .= "\t\t\t2 2 16 8\n";
            
    $faceStr .= "\t\t\t(\n";
            
    $faceStr .= "\t\t\t\t$vertStrArray[0]";        //play with the indexes here
            
    $faceStr .= "\t\t\t\t$vertStrArray[0]";        //there must be 3 uniques (0,1,2)
            
    $faceStr .= "\t\t\t)\n";
            
    $faceStr .= "\t\t\t(\n";
            
    $faceStr .= "\t\t\t\t$vertStrArray[1]";        //and one duplicate > quad to triangle!
            
    $faceStr .= "\t\t\t\t$vertStrArray[2]";        //this is the best for me right now
            
    $faceStr .= "\t\t\t)\n";
            
    $faceStr .= "\t\t}\n";
            
    $faceStr .= "\t}\n";
                
            
    $map .= $faceStr;
        }
        
        
    $map .= "}\n";
        
        return 
    $map;
    }
    to get the best & rly fast texture results:
    set $version to cod5
    convert
    open it in codwawRadiant
    select all [i]
    invert meshes [shift+i]
    hit a texture
    bring up the surface inspector [s]
    hit [LMAP]
    Last edited by serthy; 17th December 2012 at 14:02.

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    kung foo man (17th December 2012)

  9. #6
    Assadministrator kung foo man's Avatar
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    Hm, whats the difference to cod2-radiant?
    timescale 0.01

  10. #7
    Sergeant serthy's Avatar
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    1. waw CAP
    2. cod2 LMAP
    3. waw FIT
    4. waw LMAP (best results)
    5. waw NATURAL

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    kung foo man (18th December 2012)

  12. #8
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    Hello, with the help of a ChatGPT 3.5, I fixed Serthy's OBJ2Map so now it uses the material names of your meshes from OBJ.

    Code:
    <?php
    /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
    
        ini_set( "memory_limit" , "500M" );
        
        $name = "my_obj";                            //input filename
        $scale = 1;                                //output scale
        $snapToGrid = false;                        //this may distort the output!
        $texture = "case";                        //default texture
        $version = "cod2";                        //game version
    
        switch( $version )
        {
            case "cod5":
                $path = "D:/";
                break;
            case "cod2":
                $path = "D:/";
                break;
            default:
                $path = "D:/";
                break;
        }
    
        echo "Converting $name.obj!\n";
    
        $objString = file_get_contents( $name . ".obj" );
        $obj = parse_OBJ( $objString );
        $map = export_OBJ2MAP( $obj , $scale , $snapToGrid , $texture , $version );
        
        file_put_contents( "$path$name.map" , $map );
        
        echo "Converting done!\n";
    
    /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
    
    function parse_OBJ($mapSourceString)
    {
        $obj = array();
        $obj["faces"] = array();
        $obj["verts"] = array();
        $obj["materials"] = array(); // Store materials as associative array
                
        $lines = explode("\n", $mapSourceString);
        
        $currentMaterial = null;
    
        foreach ($lines as $line) {
            $temp = explode(" ", $line);
            $val = $temp[0];
            
            switch ($val) {
                case "#":
                    break;
                case "usemtl":
                    // Extract material name and store it
                    if (isset($temp[1])) {
                        $currentMaterial = trim($temp[1]);
                    }
                    break;
                case "mtllib":
                case "s":
                case "vt":
                case "vn":
                case "o":
                    break;
                                    
                case "v":
                    $obj["verts"][] = array_slice($temp, 1, 3);
                    break;
                    
                case "f":
                    $temp = array_slice($temp, 1, 3);
                    
                    foreach ($temp as $key => $val) {
                        $val = explode("/", $val);
                        $temp[$key] = $val[0];
                    }
                    
                    $materialName = $currentMaterial !== null ? $currentMaterial : "defaultMaterial";
                    $obj["faces"][] = array("indices" => $temp, "material" => $materialName);
                    break;
            }
        }
        
        return $obj;
    }
    
    function export_OBJ2MAP($obj, $scale = 1, $snapToGrid = true, $version = "cod2")
    {
        $map = "";
        $map .= "iwmap 4\n";
    
        if ($version == "cod5" || $version == "cod4") {
            $map .= "\"000_Global\" flags  active\n";
            $map .= "\"The Map\" flags\n";
        }
    
        $map .= "{\n";
        $map .= "\t\"classname\" \"worldspawn\"\n";
    
        foreach ($obj["faces"] as $face) {
            $vertStrArray = array();
    
            foreach ($face["indices"] as $vertIndex) {
                $vertIndex = (int)$vertIndex - 1;
    
                if ($vertIndex < 0 || !isset($obj["verts"][$vertIndex]) || count($obj["verts"][$vertIndex]) != 3)
                    break;
    
                $vert = $obj["verts"][$vertIndex];
    
                for ($c = 0; $c < 3; $c++) {
                    $coord = (float)$vert[$c] * $scale;
    
                    if ($snapToGrid)
                        $coord = round($coord);
    
                    $vert[$c] = $coord;
                }
    
                $vertStrArray[] = "v $vert[0] $vert[2] $vert[1] t -1600 -1600 -0.625 0.625\n";
            }
    
            if (count($vertStrArray) != 3)            //this code handles only triangles!
                continue;                        //so your *.obj file should consist only of them!
    
            $materialName = $face["material"];
    
            $faceStr = "";
            $faceStr .= "\t{\n";
            $faceStr .= "\t\tmesh\n";
            $faceStr .= "\t\t{\n";
            $faceStr .= "\t\t\ttoolFlags splitGeo;\n";
            $faceStr .= "\t\t\t$materialName\n"; // Use the material name associated with the face
            $faceStr .= "\t\t\tlightmap_gray\n";
            $faceStr .= "\t\t\t2 2 16 8\n";
            $faceStr .= "\t\t\t(\n";
            $faceStr .= "\t\t\t\t$vertStrArray[0]";        //play with the indexes here
            $faceStr .= "\t\t\t\t$vertStrArray[0]";        //there must be 3 uniques (0,1,2)
            $faceStr .= "\t\t\t)\n";
            $faceStr .= "\t\t\t(\n";
            $faceStr .= "\t\t\t\t$vertStrArray[1]";        //and one duplicate > quad to triangle!
            $faceStr .= "\t\t\t\t$vertStrArray[2]";        //this is the best for me right now
            $faceStr .= "\t\t\t)\n";
            $faceStr .= "\t\t}\n";
            $faceStr .= "\t}\n";
    
            $map .= $faceStr;
        }
    
        $map .= "}\n";
    
        return $map;
    }

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