>>45 the nrealengine4-t3d programmer contacted us by email so we sent a response:
Well in our Quake1 fork we implemented various additions to make various map formats work
Last year: Wolfenstine:Enemy Territory BSP. (took a month)
This summer: Minetest obj export and bzflag obj export. (took less time, wasn't as hard)
We'd like to add t3d support but don't get it and are burnt out;
So we realized that most opensource projects have more than one person working on them.
We used to map for unreal and unreal tournament and have original works in the parent formats.
We tried ourselves to load t3d format into the engine and edited model_brush.c; and got to the point
where we recognized and printed the vertex info to the console.
But we knew we were in too deep.
2 years ago we also extended the max entities in the engine from 32k to 4 million by editing the internals
and the netcode, adding a new net protocol one could choose, and a backwards compatable way aswell
That can be used with out procedural map making QC code (spawnarrays, spawnradials, etc) to make cities etc.
So we've been doing all these additions.
Also we modeled and coded many GPL weapons that are similar to the unr ones.
And our project has over 200 weapons, all opensource.
So... the idea is that we haven't done nothing: we've done all we could with our present ability.
And with the wolfenstine:enemy territory feature we programmed we gained access to 600 maps for all this.
And with the extra obj work : anything that can be loaded into blender can be made into a map (obj_from_mc)
(or exported from minetest etc) (the engine could already support: Q3 and HL maps, and iqm etc models)
So we want .t3d too. Because then one could export from unrealed too.
They could use radiant (now), blender (now), and if t3d, could use unrealed too.
We've done a decade of work on our fork. Media, gamecode, weapons, songs, sound, maps, engine code.
We want to bridge quake and unreal.
Could you help? The obj code does it all in one function in model_brush.c, and then does "shadowbsp",
I think to make a bsp tree automatically so the programmer doesn't have to bother with that. We started
to edit it in the last function in the file, to adapt it to t3d; and then researched t3d and gathered various projects
that work on t3d (in a post). But we know we're in too deep.