1para{god-father} 105 Posted August 21, 2014 Someone has made a few bases for me in the 2d Editor , does anyone have or know how I can export them back out to TB - in a .txt file ? Thanks Share this post Link to post Share on other sites
Cype_Revenge 651 Posted August 22, 2014 maybe this helps: http://forums.bistudio.com/showthread.php?150961-Using-inbuilt-3D-Editor-for-map-making apparently can export from A3 3D editor? I've never tried it myself :rolleyes: Share this post Link to post Share on other sites
1para{god-father} 105 Posted August 22, 2014 no only from 3d editor that one :( Share this post Link to post Share on other sites
herricktune 1 Posted August 22, 2014 (edited) I'm not sure how many objects you are talking about but if a reasonably low amount (100 or less) you could do this manually - I am not very familiar with TB (working on my map planning and hf atm) but for Visitor you could easily create a .exp file just like world tools does - I assume TB would import .exp files (someone please correct me if this is not the case). You would however need to make sure you have added all the objects you want to import in to an object library in TB. What you would need to do is open your mission.sqf file and find every object with its coordinates (excluding live units!) and azimuth. Then put them in to a text doc so it looks like this and follows this format: "Chapel_Small_V1_F";5836.386;10077.349;0;23.000; "t_pinuss2s_f";6432.222;10071.42;0;258.000; "w_sharpstones_erosion";8110.782;10069.652;0;58.000; The order is "object name"/x;y coords/elevation (use 0)/azimuth Then name the file bases.exp - I'm sure there is a script that would extract the above from the mission file automatically, but this should work. You then need to import the file in to TB (in Visitor 3 you could use import objects script and assume there is something similar in TB) - Anyway good luck! Edited August 22, 2014 by herricktune Share this post Link to post Share on other sites
pabstmirror 34 Posted August 26, 2014 Just messing arround I came up with this: _northing = 0; _easting = 200000; _typesToSave = ["Thing", "Building"]; _typesToIgnore = ["Helper_Base_F"]; _objectsOnMap = []; { { _theObject = _x; if (!(_theObject in _objectsOnMap)) then { if (({(typeOf _theObject) isKindOf _x} count _typesToIgnore) == 0) then { _objectsOnMap pushBack _x; }; }; } forEach allMissionObjects _x; } forEach _typesToSave; _ouutputString = ""; { _typeName = typeOf _x; _xPos = _easting + ((getPos _x) select 0); _yPos = _northing + ((getPos _x) select 1); _rotation = getDir _x; _pitch = 0; _bank = 0; _size = 1; _relElevation = (getPos _x) select 2; _ouutputString = _ouutputString + format ['"%1";%2;%3;%4;%5;%6;%7;%8; ', _typeName, _xPos, _yPos, _rotation, _pitch, _bank, _size, _relElevation]; } forEach _objectsOnMap; copyToClipboard _ouutputString; Problem is it will output something like "Land_BagFence_Corner_F";203692;4220.97;0;0;0;1;0; "Land_BagFence_Corner_F";203716;4258.21;0;0;0;1;0; "Land_BagFence_Corner_F";203720;4317.16;0;0;0;1;0; "Land_BagFence_Corner_F";203662;4322.33;0;0;0;1;0; which is close, but TB expects: "BagFence_Corner_F";203692;4220.97;0;0;0;1;0; "BagFence_Corner_F";203716;4258.21;0;0;0;1;0; Land_BagFence_Corner_F is the typeName of the object, BagFence_Corner_F is the p3d name, which TB expects, right now it's not bad to just quick remove all "Land_" in a txt editor Share this post Link to post Share on other sites
1para{god-father} 105 Posted August 26, 2014 aaaahhh many thanks that will do the Job ! Share this post Link to post Share on other sites
granQ 293 Posted August 28, 2014 What you could do is of course adding something at the end like >& or whatever, and then do a find and replace with a line break. So thank you PabstMirror, I will try this later for myself, this is great way to make friends help out and build :) Share this post Link to post Share on other sites