D3 Sound Question
#3095 posted by ProdigyXL on 2005/01/09 15:15:26
I thought to create a ambient sound you simply used a speaker entitie and assign it a sound within it's property. Appearantly thats not it, any clues how to properly implement ambients?
Texture Question
I've never been a huge fan of using textures from other games in Quake but I want to use some from Unreal 1 and Quake 3.
The map is mean to be able to run on any engine. So I'll be using standard wads.
What, if any limitations are there to converting Unreal 1 and QUake 3 textures to Quake?
I've seen both used and I assume they turn out ok. Are there any that just look shit?
To make things easier on me, has anyone already converted those game's texture sets to Quake wads? I'm doubting it due to the legality of posting the wads online.
.
#3097 posted by necros on 2005/01/09 20:15:11
some look good, some don't. it's a matter of converting them all and removing the ones that look ass.
in general though, unreal textures tend to look worse than q3 ones do, but only in general. some unreal textures convert over nearly perfectly.
it all depends on the colours used in the original texture and quake's palette.
#3098 posted by - on 2005/01/09 22:01:48
technically, it's illegal to use any other game's textures and release them in anyway in your maps... but most often, it's completely ignored in q1.
only thing I have to add is to remember that q3 textures are double sized, so you'll need to size them down before converting to q1.
Q3 Textures
#3099 posted by Mike Woodham on 2005/01/10 10:58:25
Importing Complex Brushes From Maya / 3DS Max
#3100 posted by Jago on 2005/01/10 12:20:57
I am wondering if it's possible to create mapobjects in Maya / 3DS Max and then proceed to import them as brushes into a Q1 or Q2 map? I recall seeing some screenshots of Darkplaces showing off some uber-complicated brush objects in Q1, how was that done? GTKRadiant also seems to be only able to open .map, .reg and .xmap files. How would I go about importing something from a 3D design app?
...
#3101 posted by necros on 2005/01/10 13:00:25
well, you can easily export from 3dsmax as .dxf, or .3ds both of which are easily importable into a .mdl file via qme and i know there is a conversion tool that can convert .mdls over to .map format.
i don't really see the point of this though... most likely you'll get funky compiler errors in q1bsp format.
you may as well just keep mapobjects as models and go from there.
Mdl2map
#3102 posted by Mike Woodham on 2005/01/10 14:43:29
Can anyone point me to a working download?
Also, Tri2map and Raw2map. Like Jago, I want to explore the possibilities.
Sound In Doom 3
#3103 posted by ProdigyXL on 2005/01/10 15:25:59
I'll ask again, how exactly do you implement an ambient sound in Doom 3? I thought you simply used a speaker entity and assigned a sound to that, however it doesn't seem to work. Help anyone?
Legality Of Textures
I know it's technically illegal which is why I've avoided it up until now. But since a lot of mappers use them in Quake I'm tempted to as I think there are some that are do look good and I wouldn't mind using 'em.
I'll just dump 'em all and make a little project out of converting them.
Prod:
#3105 posted by - on 2005/01/10 16:36:30
Tho I've not touched d3 for awhile, I think you need to set a sound shader to the speaker. Exactly how you do that I'm not sure... I'll try and poke around abit later on tonight with d3 and see what comes up.
Jago
#3106 posted by HeadThump on 2005/01/10 20:24:55
if you have 3ds Max you may find this plug-in useful.
http://holodeck.st.usm.edu/vrcomputing/vrc_t/tutorials/max2map/max2map_contents.shtml
another possibilaty you may want to look into is the splashdamage forum http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewforum&f=8
There is alot of discussion on using q3map2 in using .ase's (3ds ascii model format) to accomplish what you are asking.
However, for nonterrain models, Necros is likely correct
Addedum
#3107 posted by HeadThump on 2005/01/10 20:31:39
q3map2 is for quake3 Arena of course, but if you can successfully decompile a bsp using ase (I believe spawnflag 6 on the misc_model entity will cause an .ase surface to be treated as a regular brush in terms of collision and lighting), you should be able to further convert it to a Quake1 map file.
Modelling Question
Is it at all possible to get a quake1 .mdl loaded into milkshape to have some new animations-made via using bones? (or any other program, I haven't touched em MS3D in ages, but i dont remember mdl support being very good). Id like to do some animations for ....a project, but i dont want to do them by hand (nor do I really have the ability to, qme doesn't like me)
NotRay
#3109 posted by Kell on 2005/01/11 04:17:13
The person to speak to about this is necros, definately.
but i dont want to do them by hand...qme doesn't like me
I share your pain.
Animation With Bones
#3110 posted by Preach on 2005/01/11 05:02:18
The quake models don't store any bone info,so you'd have to set the skeleton up yourself. But once you did that, there's no reason why you couldn't use them to animate it. If the export to mdl format is lacking, then you can export to md2 or md3, and then convert it using quark.
.
#3111 posted by necros on 2005/01/11 13:08:55
afaik, milkshape should accept .dxf or .3ds format, which can be exported from qme, so just load the model in qme, select a frame you'd like to use for the skeleton, then export that one. import in milkshape, rig it, and start animating. it works very well! ^_^
Nat,
#3112 posted by HeadThump on 2005/01/11 13:12:59
that shouldn't be a problem. You will have to convert the bone positions into keyframes for your .mdl's. I don't know if Milkshape does it (hard to imagine with the Half-Life and Quake support it would not have that sort of functionality) but Blender has a very good md2 model plugin script as well as skelatal to key frame conversion built in.
ProdigyXL
#3113 posted by DaZ on 2005/01/11 13:39:46
walk around j00r map, then type "editsounds" in the console and ding! there u go, u can bring up this menu in the editor as well by typing editsounds into the console window there, gg.
Daz
#3114 posted by - on 2005/01/11 13:56:28
you are the king of cool for that tip :)
...but Only For The Day
#3115 posted by - on 2005/01/11 13:56:57
let's not get carried away here :D
Thanks Mate
#3116 posted by ProdigyXL on 2005/01/11 14:29:08
I'll try that when I get home from work. Top of the day to ya!
Heh
afaik, milkshape should accept .dxf or .3ds format, which can be exported from qme...
Erm, the uh, fully working version of qme i have does not do this. the newer qme (lite?), crippled abandoned version (yet somehow is still for sale) might, but it has that frame limitation.
Oh
I guess you meant export one frame, animate using that, then export and somehow merge into the original? I'll try that but seems more difficult that it should be.
Omg
#3119 posted by DaZ on 2005/01/11 17:14:05
what have u done with scampie?! :D
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