Using the clipboard to export/import spark data?

BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
I'd like to look into using the clipboard to import and export spark data, as a way of doing the level modeling in a different program, one with better tools.

I (finally!) found a program that will let me look at the raw clipboard data (InsideClipboard) and I can't make heads or tails of the data :((

I would love some information about the format of how data is stored in the clipboard. Does anybody have any insight on this?

Comments

  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    Save as vmf. Import into Spark.
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    edited December 2013
    SamusDroid wrote: »
    Save as vmf. Import into Spark.

    Does that just add to the level, or does it replace the whole level with whatever was in the VMF file?

    EDIT: Actually I guess that wouldn't matter. If it did, just copy + paste it from a 2nd editor instance into your level. Thanks!
  • JoseppeJoseppe Join Date: 2012-01-21 Member: 141497Members
    edited December 2013
    BeigeAlert wrote: »
    I would love some information about the format of how data is stored in the clipboard. Does anybody have any insight on this?
    should be same as the ".level"-file.
    Official Map Format Documentation

    to maybe get an understanding you could check out the source of the "radiance" mod how "onos ate me" did the parsing / finding / accessing (some entities like lights, ...) in the ".level" file:
    Radiance 3 Source
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    Joseppe wrote: »
    BeigeAlert wrote: »
    I would love some information about the format of how data is stored in the clipboard. Does anybody have any insight on this?
    should be same as the ".level"-file.
    Official Map Format Documentation

    to maybe get an understanding you could check out the source of the "radiance" mod how "onos ate me" did the parsing:
    Radiance 3 Source

    Unfortunately I don't think that's the case :( First 3 bytes aren't LVL so that's already proven false. I may just go with Samus Droid's suggestion. Bit of a pain in the butt though... first you'd have to export as obj, model it, export as 3ds or w/e, import into hammer, save THAT as vmf, THEN open THAT in spark editor. Why must life be so hard!!!??? :)
  • JoseppeJoseppe Join Date: 2012-01-21 Member: 141497Members
    its almost the same!

    i did test it.
    a) create a "level" + put 1 light into it + save it as ".level" file
    b) create a "level" + put 1 light into it + copy it into clipboard

    the light has the same "source code", but the level file has some more information like layers and so on... and of course the first 3 bytes LVL to indicate the format for the level file.
    but the geometry + lights without layers, groups (you cant copy them into clipboard) should be the same.
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    Joseppe wrote: »
    its almost the same!

    i did test it.
    a) create a "level" + put 1 light into it + save it as ".level" file
    b) create a "level" + put 1 light into it + copy it into clipboard

    the light has the same "source code", but the level file has some more information like layers and so on... and of course the first 3 bytes LVL to indicate the format for the level file.
    but the geometry + lights without layers, groups (you cant copy them into clipboard) should be the same.

    Hmm... well then I've got some work to do then!
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