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The Quake Map Exporter (typically utilizing addons like ⁠io_export_qmap on GitHub or legacy tools) allows you to export Blender mesh geometry, lights, and entities into a native idTech .map file format. This file can then be opened directly in level editors like TrenchBroom, J.A.C.K., or GtkRadiant.

Because Quake engines rely on Constructive Solid Geometry (CSG) brush volumes rather than traditional 3D meshes, you must format your models under strict rules to ensure a successful export. 1. Installation

Download the exporter script file (such as io_export_qmap.py). Open Blender and navigate to Edit > Preferences > Add-ons.

Click Install, select your downloaded .py file, and check the box to enable it.

Note: If you experience a missing preferences error on first setup, simply toggle the addon off and on again, then restart Blender. 2. Mesh Preparation and Brush Rules

Traditional 3D models cannot be cleanly read by a BSP compiler. Your meshes must act as strict brush volumes:

No Triangles: Meshes should ideally remain in quadratic (quad) form. If your objects are triangulated, select them in Edit Mode and press Alt + J to revert them back to quads.

Convex Geometry Only: Quake engines cannot process concave brushes. Any concave shape (like an “L” shaped room) must be split into separate convex objects before exporting.

Fix Inverted Faces: Inverted or flipped inside-out faces will ruin brush generation. Check your mesh by enabling Face Orientation in the Viewport Overlays. Fix backward faces by going to Mesh > Normals > Recalculate Outside.

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