Sine Nomen Posted January 13, 2002 Share Posted January 13, 2002 Originally posted by UniKorn That is probably because your lighting is wrong. For lots of tutorial links : http://www22.brinkster.com/ravenmapping check out the tutorials section I'm pretty sure it's the engine.. I've heard reports of similar problems from other people. Oh well. I've been messing around a bit more in gtkradiant, and I have come to the conclusion that it sucks. It's basically impossible to create a geometrically perfect parabolic wall, e.g. the window/canopy type thing at the front of a Star Destroyer bridge. It lacks a snap to vertex function, which, in my experience is absolutely necessary, the drag vertices function doesn't seem to work all that well, the rotate function rounds off to the nearest degree, etc... Went to telefragged and talked to the people there, and they pretty much confirmed it. (not that it sucks, that you can't do it ) I'm hoping that Raven will run into the same problems I, and a few others from Massassi have, and find a way to fix them. Link to comment Share on other sites More sharing options...
wolf359 Posted January 26, 2002 Share Posted January 26, 2002 from my experience (mapping for another q3 based raven game elite force) i'd say the claudec's lair site linked to above is the best mentioned. also efmodcentral.com has tutorials and Q&A (which i do ) that are informative. Link to comment Share on other sites More sharing options...
Wilhuf Posted January 27, 2002 Author Share Posted January 27, 2002 Please post links that haven't yet been posted. And when you do, please post them as URLs (e.g., efmodcentral). Link to comment Share on other sites More sharing options...
SL_Ki-Adi-Mundi Posted February 2, 2002 Share Posted February 2, 2002 Your link to the gmax page is a bit out of date according to Discreet. The link to gmax in this part of your post: Discreet, the producers of 3dStudioMax, has released gmax to the public. Please update using the following: http://www.discreet.com/products/gmax/gmax_index.html Link to comment Share on other sites More sharing options...
JPMaximilian Posted February 2, 2002 Share Posted February 2, 2002 Can you create custom weapons with gmax? Link to comment Share on other sites More sharing options...
Wilhuf Posted February 3, 2002 Author Share Posted February 3, 2002 Yes, you can create custom weapon models with gmax, or with MilkShape3d. Ki-Adi-Mundi thanks for the link update. It will take some effort to keep the links current as more and more come in. The more people who keep us updated the better. Keep those new links and updates coming in. Link to comment Share on other sites More sharing options...
KanoZ Posted February 19, 2002 Share Posted February 19, 2002 I'd say Gmax is the best alternative to the $20 milkshape modeling program or the $25,000 3D max if you get it dont forget to get the tutorials with it because they are very well made and i'd say they are also alot better then some of the user made tutorials for MS3D if you're completely new to 3d modeling (like myself) you learn how to make some basic 3d level design, a head, a powercharger, a character and an airplane the tempest add-on allows you to create maps for Q3 so you might want to get that as well. I started using it on sunday and I’m finishing up the head model right now instead of doing my school work. Link to comment Share on other sites More sharing options...
PraetorJudis Posted March 18, 2002 Share Posted March 18, 2002 Here's my favorite Quake engine editor. Click here for QuArK It currently has support for Quake 1, 2, and 3, Hexen 2, Heretic 2, Half Life, SiN, Kingpin, SoF, Elite Froce, Crystal Space, and the latest snapshot has support for 6DX and RtCW. I suspect JK2 support will be forthcoming, especially if we bug them about it. I used QuArK to build all but my first map for Heretic 2, and I loved it's features (vertex snap is my god). For yo ucoder types out there, it uses mini python libraries, and is inherently customisable. Link to comment Share on other sites More sharing options...
Zoe-x Posted March 20, 2002 Share Posted March 20, 2002 I havnt taken much C++ yet but in the tutorial: "gentity_t *bolt; VectorNormalize (dir); bolt = G_Spawn();" "Line 372 is creates a new entity (called bolt). The G_Spawn() function creates a 'blank' entity... then next job is to flesh out all the details (what sort of entity is it " Am I wrong or is bolt just a pointer of type gentity_t and "bolt = G_Spawn();" Is bolt pointing to a *forgot the term* object . Link to comment Share on other sites More sharing options...
nJR Exar Kun Posted March 21, 2002 Share Posted March 21, 2002 I was told to use GMax for animating/keying Q3, which is what I want to do for JO. Just double checking to see if that's the right prog and if anyone knows of some real good tutorials for it. Link to comment Share on other sites More sharing options...
Singularity Posted March 22, 2002 Share Posted March 22, 2002 As people have said, the best gmax tutorials are the ones that come with it. Link to comment Share on other sites More sharing options...
Bejitt Posted March 27, 2002 Share Posted March 27, 2002 Originally posted by Zoe-x Am I wrong or is bolt just a pointer of type gentity_t and "bolt = G_Spawn();" Is bolt pointing to a *forgot the term* object . gentity_t *bolt; <--create pointer to a game entity VectorNormalize (dir); <--turn vector dir into a direction bolt = G_Spawn(); <--create a new game entity and make bolt point to it btw, q3 code is in pure C dunno about jk2 though. they coulda rewritten it all in c++ *shrug* Link to comment Share on other sites More sharing options...
]-UnderTOW-[ Posted March 30, 2002 Share Posted March 30, 2002 Originally posted by KanoZ I'd say Gmax is the best alternative to the $20 milkshape modeling program or the $25,000 3D max Gmax is useless, you can only use it for games where the developers have modified itto export to their file format. There's only two companies that have done it that i know of, iD and microsoft. No other companies want to do it because they don't want to pay the rediculous price of $80,000 US. On it's own Gmax, can't export or import and can only save as a gmax file. Plus, Gmax is still just a cut down version of 3ds max, max's UI sucks already, although it is much better than milkshape IMHO. I'm just gonna stick with my pirated version of Maya 4. Alias don't care that i have a pirated version of maya, because i'm NOT doing anything commercial with it at all. If i did, i'd get a loan and pay the $1999 US for Maya 4 Complete (recently dropped). BTW, 3ds Max 4 is not $25,000. It's $3,000 US, unless they dropped the price to try and compete against Maya and Lightwave's sudden price drop. Also, is it me or are these forums REALLY slow? Link to comment Share on other sites More sharing options...
KevinUK Posted March 31, 2002 Share Posted March 31, 2002 I have some tutorials for EF on http://www.kevinuk.co.uk . Granted the design isnt that good and the tutorials could be better but its a start I have made a new design and am in the process of re--writing all the tutorials, this can be found on http://www.uffiles.com within the month Link to comment Share on other sites More sharing options...
Darth Draugmahl Posted April 1, 2002 Share Posted April 1, 2002 Hey PJ Long time no see!! Thanks for the great links everyone, I haven't edited a game on this engine for quite some time (since heretic 2) and I look forward to doing so. Any words from people who've started before I get started? Link to comment Share on other sites More sharing options...
Teranite Posted April 2, 2002 Share Posted April 2, 2002 You should wait for the official sdk because the Raven guys seem to have quite changed the BSP format. No, this is not one of those "don't do that it'll get you killed"-threads, I'll just explain: The first four bytes of a BSP file are the so called magic code, the fifth is the version number. (Just open the map with a Hex editor) For a normal Q3 map this looks like: 49 42 53 50 46 | IBSP Bsp version 46 But for JO: 52 42 53 50 01 | RBSP Bsp version 1 So I think something totally new has been introduced to the BSP format, otherwise changing the magic code sucks :D I chose to post it in here for all those unsuccesful mappers out there. Link to comment Share on other sites More sharing options...
Jafo Posted April 3, 2002 Share Posted April 3, 2002 TramDesign as listed under RTCW resources is now open for JKII Editing, mapping and the rest. We have 700 memebers in our forums and look forward to more. Although we are hosted by Planetwolfenstein, we are not a RTCW only resource but dev in all areas of game development. Our forums are not open to anon users so registration is a must, only one banner that you never have to see if you cut right to our forums. Thanks TramDesign Link to comment Share on other sites More sharing options...
Singularity Posted April 4, 2002 Share Posted April 4, 2002 To the guy who said gmax is useless - I've poked around the pk3's, and saw many md3 files...what would be wrong with building your model in gmax and then converting it to md3 format? Link to comment Share on other sites More sharing options...
Dax Posted April 4, 2002 Share Posted April 4, 2002 does the Quake 3 map editor (Radiant), work for Jedi Outcast? I'd really love to make maps for it. Also, is it possable to use Gmax with JO? Link to comment Share on other sites More sharing options...
Jedi-Kemp Posted April 5, 2002 Share Posted April 5, 2002 no not untill redaint release it. They said it should be soon. Link to comment Share on other sites More sharing options...
Jedi-Kemp Posted April 5, 2002 Share Posted April 5, 2002 Q: Hi i was woundering if JediKnight2-JediOutcast was going to be supported by Radiant as it is using the Q3 Engine Hope this can be answered soon as I am itching to make maps for JK2 thanks. A:Nothing official at this time. It is very likely that we are going to support JKII mapping to some extent though. regards TTimo There you have it should be soon I hope Link to comment Share on other sites More sharing options...
jbizkitz Posted April 5, 2002 Share Posted April 5, 2002 I have read the tut and I made the skin ok and my skin shows up in the setup section...but when try to host a server it doesnt show up. I have 2 other skins that work. Please help. Link to comment Share on other sites More sharing options...
Guest INFERNOJHC Posted April 7, 2002 Share Posted April 7, 2002 Is there a tool to convert a .bsp to a .map-file? Link to comment Share on other sites More sharing options...
B0rG Posted April 8, 2002 Share Posted April 8, 2002 A really good way to find solutions to problems you may (and will encounter with Radiant is to hit the level editing forums at http://www.quake3world.com and use the search function. Saved my butt several times. Link to comment Share on other sites More sharing options...
B0rG Posted April 8, 2002 Share Posted April 8, 2002 INFERNOJHC, yes there is - you'll find a link if you do a search at quake3world.com in the level editing forums as I just mentioned. However, curved brushes do not convert properly and I'm fairly certain you lose all existing texturing as well. Link to comment Share on other sites More sharing options...
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