Is it possible to add an option to save/export maps as OBJ, with UV maps/materials and simple cubes for lights?
Basically the idea is to export each brush as convex multimaterial primitive. This way when it's imported into Blender or any other 3D app, it has UV map and appropriate materials assigned per face.
Since OBJ contains only geometry, lights would have to be represented as cubes with object/mesh name starting or ending with _light or _lightsource. Then in Blender those could be easily replaced with actual lights.
I don't know how hard that would be, I don't know much about obj.
I looked into doing this myself, but I'm just not experienced enough with c++ to be worth it.
It would love to be able to just export a selection, or the whole map geometry to OBJ or any other file format. Here's the wikipedia for OBJ - https://en.wikipedia.org/wiki/Wavefront_.obj_file.
A minimally functional OBJ file can be very simple. An ascii list of vertices, texture coordinates and faces.
Minimal OBJ is no use. Have to have at least UV maps and materials in addition to geometry.
If you really want to get your level into Blender (or any other 3D app) you can take the slight detour of compiling your map to a BSP file (I use qbsp on OS X: https://github.com/farnold/quake_tools). Then you can import your BSP file using this add-on: https://github.com/farnold/io_mesh_bsp (tested in Blender 2.74). And once you're in Blender you can export any kinds of 3D formats. :)
I know it's not the most user-friendly solution for now, but at least it gives me all the geometry, UVs and materials.
Also, the newest netradiant comes with a plugin to export brushes as OBJ.
re: OBJ, it's a very simple format, all in ascii, and first groups of verts, then normals, then UVs. If you have time, it's probably the easiest format to work with, especially since it's not binary.
Several people have requested this by now, so I have decided to add this to 2.1.0 as a feature.
Moving this up to 2.0.0 by popular demand.
Done.
Most helpful comment
Done.