Archive > Mapping Help
Mapping in AutoCAD
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Wedge:
Why map with AutoCAD?

Well, for one thing, what else would you use a $3000 piece of software intended for designing everything from buildings to rocket engines? It's cool, it's fun, it's easy. You could literally build 90% of the New York City and San Andreas maps in 15 minutes using only a rectangle and a couple of commands (extrude and array). Drafting tools make it easier to draw, faster and much more precise.

It is recommended that you understand how to use AutoCAD and the limitations of the bsp file format before you try this.

More on the bsp file format:
http://wiki.returntoblockland.com/index.php?title=Convex_Geometry
http://wiki.returntoblockland.com/index.php?title=DIF_Format

You will need:
- Google sketchup 6 OR Google Sketchup 7.1 free with dwg importer OR Google Sketchup Pro (student version should work, it's $50)
- AutoCAD (student version works fine. If you have a .edu email address you can get a free copy at students.autodesk.com, otherwise be prepared to shell out a few hundred dollars for a legal copy)
- Quark

Step 1: Modeling in AutoCAD

Draw some rectangles. Use the extrude command to make them 3D. It is recommended that you use the 4 viewport setup shown below.



Step 2: Import into Sketchup

Click on your model. Sketchup imports AutoCAD drawings as a single component with each 3d shape stored inside the component as it's own group. You're model is basically ready to go into Quark right now, all you need to do is use the explode command once to separate your component into individual brushes and you're done. I'm not actually sure you even need to do this.



Export it with the VMF plugin (see mapping in sketchup topic)

Step 3: Import into Quark

Load the VMF in Quark. Copy all of your brushes. Start a new Torque Map. Paste your brushes. Save it. Either texture it in Quark and export it as a dif or save it as a .map file and edit it further in Torque Constructor.



Step 4: Spawn it in Blockland



And that's it.

Having trouble finding a use for this model? Slap some window textures on it and you've got a building that would fit right on in the heart of any city. "Design" a few hundred more buildings using the array and mirror commands and you've got a whole city.
Jimmg:
Import a blockhead.
Wedge:

--- Quote from: Jimmg on November 06, 2009, 06:54:35 PM ---Import a blockhead.

--- End quote ---
Give me a 3ds file, preferably one that doesn't have all of the accessories glued to it.
Marcem:
Figured out how to port maps from clay yet?  :cookieMonster:  This is pretty cool. 
Wedge:

--- Quote from: Marcem on November 06, 2009, 08:12:51 PM ---Figured out how to port maps from clay yet?  :cookieMonster:  This is pretty cool. 

--- End quote ---
Yeah. I'm still scraping dried out clay from my floppy drive though.

Honestly I just found it a lot easier to beam the maps straight out of brain and into the game.

Next on my list of things to test:
-mapping in inkscape (unfortunately you're still going to have to got to AutoCAD or Sketchup and extrude it, inkscape will only draw you a 2d plan)
-mapping in ldraw (will probably produce stuffty laggy maps since the walls are made out of 50 2x4 blocks but who cares. It's going to be awesome making models for a game in which you build with bricks out of bricks.)
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