...
#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
Notray
#3120 posted by necros on 2005/01/11 18:00:38
well, someone gave me a full version of the demo... (preach?)
but anyway, yeah, as long as the number of vertices are the same, you can export, bone (heh) and animate, then add new frames into a preexisting monster, no problems.
I'll try that but seems more difficult that it should be.
what other way would there be to do it?
Upgrade 3.0 To 3.1
#3121 posted by Preach on 2005/01/11 18:16:29
If you've got the full version of 3.0, then download the demo of 3.1. It contains a patch that will upgrade the full version from 3.0 to 3.1 full. There is a good reason to do this, as 3.1 will save models as .md2s. These can be imported by milkshape with all the animations intact.
There are two slight problems with this method. One is that you'll lose some precision in the model with all the conversion, but quake isn't too accurate anyway, so no biggie. The other is that you'll rig the skeleton to one frame, and it'll match up with any new animations, but the skeleton will remain totally wrong for all the other frames the model will have. So if you wanted one animation based off the stand pose, and one based off the attack pose, you'd need to rig the skeleton twice. Also modifing previous animations would probably turn out badly, as the skeleton would only line up in one frame.
Basically though, if you just create whole new animations you should be able to do it with no troubles.
In Aguire's Engine:
#3122 posted by necros on 2005/01/12 15:52:25
excessive faces 33668. (crashes fq with no error) (fully sealed and vised)
i'm guessing this is actual wpolys and the only way to reduce this is to actually get rid of brushes and therefore faces. am i right?
also, marksurfaces... do they reduce along with faces?
Max Faces
#3123 posted by aguirRe on 2005/01/12 16:09:32
is a bit unusual to hit, but AFAIK they are just visible brush faces. Marksurfaces I'm still not sure what they are (except being a problem in some maps).
You could try inserting a big solid brush over some more complex brushwork and see how the faces/marksurfaces are reduced.
Well...
#3124 posted by necros on 2005/01/12 21:19:30
i managed to get faces under 32767, but marksurfaces is still over 39000. and the game still crashes. :( how can i lower marksurfaces more without having to take out too many brushes?
Marksurfaces...
#3125 posted by metlslime on 2005/01/12 21:30:35
if a face occupies more than one leaf, it will have one marksurface for each leaf. The only practical way to reduce marksurfaces is to reduce faces, as far as i know.
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