Hamkins Posted June 13, 2004 Share Posted June 13, 2004 Anyone know where I can get an .md3 of one of those classic video arcade game cabinet thingys? I really need one. Link to comment Share on other sites More sharing options...
Shadow_stone Posted June 13, 2004 Share Posted June 13, 2004 just make it via brushes Link to comment Share on other sites More sharing options...
Hamkins Posted June 13, 2004 Author Share Posted June 13, 2004 naah i need loads so models would be better Link to comment Share on other sites More sharing options...
wedge2211 Posted June 13, 2004 Share Posted June 13, 2004 Make one out of brushes, and make it into an ASE model. Link to comment Share on other sites More sharing options...
zag Posted June 14, 2004 Share Posted June 14, 2004 i helped ham with this on msn but incase anyone is looking: http://3darcade.mameworld.net/ i think they need to be ocnverted to md3 though Link to comment Share on other sites More sharing options...
lauser Posted June 15, 2004 Share Posted June 15, 2004 Originally posted by wedge2211 Make one out of brushes, and make it into an ASE model. Ugh...that tutorial sucks Wedge Look at mslafs instead for ASE models: ASE You know the search function only works 1/2 the time I need it to work? While searching for this TOPIC I typed in ASE in the search....and it gives me ...under the minimum 4 word length @#$!$#@ ERROR!! Good thing I knew where it was still! Link to comment Share on other sites More sharing options...
wedge2211 Posted June 16, 2004 Share Posted June 16, 2004 mslaf's is in a hard to read format and includes all that TOTALLY UNNECESSARY stuff on editing the .ase file in Notepad. I don't understand why allt he complication over this...you jsut build your model out of whatever you want in Radiant, put it in a caulk box, add an info_player_start, compile the .map with -patchmeta -subdivisions 4, compile the .bsp with -convert, and add the .ase as a misc_model. Link to comment Share on other sites More sharing options...
lauser Posted June 16, 2004 Share Posted June 16, 2004 Uumm...yeah I know that. AND...the thread states that so it's cool. But the LINK you provided for making the ASE mentions nothing of a batch file. And so I think that's a pretty important step. Incidentally......did you know you can add a BSP option for any or all of the NEW...or OLD q3map compile options? Just edit it in preferences. I added an ASE option to mine. It's just as easy as a batch I guess. Link to comment Share on other sites More sharing options...
WadeV1589 Posted June 16, 2004 Share Posted June 16, 2004 To make an ASE is easy, no tutorials needed: Build what you want in GTK, you need it to be structural (don't set anything to detail). If you make it totally out of patch meshes place one brush covered in caulk that only needs to be 1x1x1 in size somwhere inside the meshes. Save it and compile with -patchmeta -subdivisions 16 (or 4, or whatever detail level you need) Then convert it with -convert -format ase. You don't need an info_player_start and unless it's all patch meshes you don't need a caulk box. Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted June 16, 2004 Share Posted June 16, 2004 oooh *saves that to disk* Can I do that compile with a batch file as well Wade? And the higher subdivisions are a higher details level? Link to comment Share on other sites More sharing options...
wedge2211 Posted June 16, 2004 Share Posted June 16, 2004 A "batch file" isn't a necessary part of the process. It just says "compile with ..." and you get to choose your OWN favorite compile method! Incidentally, I do have a batch, but it is oft-modified...and I don't touch the Gtk compile menu. q3map2toolz all the way, baby! Wade, I believe the reason for the caulk box--and subsequent provention of leaks--is because sometimes leaks can fudge up compiles. Also the info_player_start...I think it's involved in testing for leaks. You'll have to ask rgoer for sure, I'm not an expert at this, but I tend to take his advice. Link to comment Share on other sites More sharing options...
WadeV1589 Posted June 17, 2004 Share Posted June 17, 2004 I've used ASE creation a lot, especially in my last map and I can assure you you don't need the caulk box nor the info player start, a map created purely of meshes and brushes with no entities will not leak, it will quite happily compile and then can be converted to an ASE. Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted June 17, 2004 Share Posted June 17, 2004 Originally posted by WadeV1589 Then convert it with -convert -format ase This is the only line I don't understand lol, how do you convert it? Link to comment Share on other sites More sharing options...
WadeV1589 Posted June 17, 2004 Share Posted June 17, 2004 Put this into notepad and save it as makease.bat in your base\maps folder. Then all you have to do is drag a .map onto it and it will make you the .ase from it (Remember to change the paths to suite your PC!) @echo off @"D:\Program Files\GtkRadiant-1.4\q3map2\q3map2" -v -game ja -fs_basepath "D:/JAEDIT/GameData/" -meta -patchmeta -subdivisions 16 %1 @"D:\Program Files\GtkRadiant-1.4\q3map2\q3map2" -v -game ja -fs_basepath "D:/JAEDIT/GameData/" -convert -format ase %1 @echo Model done! @pause Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted June 17, 2004 Share Posted June 17, 2004 Thanks Wade, that's great *saves it* except my q3map2.exe is directly in my radiant folder, is that ok? Link to comment Share on other sites More sharing options...
Ice Dyn4stY™ Posted June 17, 2004 Share Posted June 17, 2004 Hm i don't understand it...I make this notepad-file, then i renamed it to Makebase.bat...but where are this paths? In the Radidirectory or in the JK: JA directory? And how must I make it without q3map2? //edit: Okay, i made the pathes, but have I to change these pathes as well? "D:/JAEDIT/GameData/" Link to comment Share on other sites More sharing options...
WadeV1589 Posted June 17, 2004 Share Posted June 17, 2004 You need q3map2 to make the ase from a .map file And you can change all the paths, doesn't matter where q3map2 is or where JA is, all that matters is you type it to match your PC and use / instead of \ in the fs_basepath. Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted June 17, 2004 Share Posted June 17, 2004 I had q3map2 with Radiant, cos I don't have the q3toolz-watsit. The first path is to q3map2 The second is to your JA base folder, which you decide on when installing the game *nods* Link to comment Share on other sites More sharing options...
Ice Dyn4stY™ Posted June 17, 2004 Share Posted June 17, 2004 Would that be correct? "C:\Programme\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\" I have q3map2, I'll try with it, thx But with the radiant I compile faster then with q3map2 ^^ An other question: Can I make light in the map? //edit: And if I want to compile the bsp, I can't, because q3map2 say, I haven't the programm for it O.o Do I need a programm for it? Link to comment Share on other sites More sharing options...
Jedi_Vogel Posted June 17, 2004 Share Posted June 17, 2004 you mean for your model? I assume so, but lighting the model would remove the power of the mapper to decide in what setting to have it, wouldn't it? Link to comment Share on other sites More sharing options...
Ice Dyn4stY™ Posted June 17, 2004 Share Posted June 17, 2004 okay, thx =) //edit: Okay, I made it, but there was an error, when I put the .map file onto the makebase.bat...and I havent got the preference "-subdivisons 6" Link to comment Share on other sites More sharing options...
WadeV1589 Posted June 17, 2004 Share Posted June 17, 2004 Sorry I don't get your problem? Also what did you mean about Q3Map2 compiling slower than Radiant? Radiant uses Q3Map2 to compile! It should actually be faster if Radiant isn't open because Radiant uses CPU and memory. Link to comment Share on other sites More sharing options...
Ice Dyn4stY™ Posted June 17, 2004 Share Posted June 17, 2004 ^^ Anyway, I can't do that...I haven't got "-subdivisons 6", where do I found this? Link to comment Share on other sites More sharing options...
WadeV1589 Posted June 18, 2004 Share Posted June 18, 2004 Erm? What are you saying? My post says copy and paste the code into notepad, save as makease.bat, change the file paths and then drag and drop to compile. You don't need to worry about subdivisions. Link to comment Share on other sites More sharing options...
Ice Dyn4stY™ Posted June 18, 2004 Share Posted June 18, 2004 Yes, I did that: 1. I did this "text" into a notpad file 2. I renamed it as "makease.bat" 3. I drop my map (test.map" to the "makease.bat" 4. An error came... I think, it's becaus of wrong pathes...but I don't know why...I did it like you sayed ^^ Can you say what the pathes have to be replaced with, plz? Link to comment Share on other sites More sharing options...
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