Major_Marbles Posted May 20, 2002 Share Posted May 20, 2002 I am tryingg to make a map and jk2radient is too fustrating to me, so i was wondering if anybody knows about exporting elements for the map from 3ds max to jk2radient. this would help alot Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted May 20, 2002 Share Posted May 20, 2002 You can always export map models to use in your maps, but the actual map has to be made w/ some kind of Radiant. Link to comment Share on other sites More sharing options...
Xcom Posted May 20, 2002 Share Posted May 20, 2002 3 words for you: Forget About It. Modelling in Max just doesn't work the same way as in Radiant. You can make md3 models but not maps. You can however get Gmax (stripped version of Max) with Tempest Add-on. It lets you make maps but, IMHO, it sucks. Learn Radiant. Period. Link to comment Share on other sites More sharing options...
Major_Marbles Posted May 20, 2002 Author Share Posted May 20, 2002 do you have any good sites tolearn some more advanced features & textureing cause thats what i have problems with? Thx for the imput. and if i were to use gmax do you know how i would go about setting it up with jk2? Link to comment Share on other sites More sharing options...
Xzzy Posted May 20, 2002 Share Posted May 20, 2002 read the sticky-post faq. or go to the qeradiant.com website. or type "q3radiant tutorial" into any search engine and get ten billion links to help you. jk2 uses the same program that q3 does so pretty much everything you learn there works for jk2. Only major exceptions are discussed in the faq on this forum. Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted May 20, 2002 Share Posted May 20, 2002 Originally posted by Major_Marbles Thx for the imput. It's not his fault you don't want to learn a new program... Link to comment Share on other sites More sharing options...
Major_Marbles Posted May 20, 2002 Author Share Posted May 20, 2002 1st off just ignore my stupid faces i just put them there cause i dont know what they are. i was trying to be sincere when i said thx fo the imput. sry for the confusion. also i took a look at gmax an i liked that, so i was wondering how i would set it up for use with jk2? Thx all. sincerely. Link to comment Share on other sites More sharing options...
Xcom Posted May 20, 2002 Share Posted May 20, 2002 Originally posted by Major_Marbles and if i were to use gmax do you know how i would go about setting it up with jk2? You don't. Personally, I never used it myself, just heard others complain about it so I don't really know. Go here for more info: http://www.discreet.com/products/gmax/ Btw, I am sorry for sounding like jerk but one day you too will understand that mapping for Q3 powered games is done with Radiant. You can learn it in a week completely and after some months you'll be totally comfortable with it. Happened to all of us. (This doesn't mean that you'll be a good mapper tho. ) Link to comment Share on other sites More sharing options...
Major_Marbles Posted May 20, 2002 Author Share Posted May 20, 2002 ive been toying with lvl editors since quake, but i never finished any mp lvls. So since jk2 rocks i want to try and make a good map to use in my clan. I tried all sorts of editors qoole, worldcraft, q3radient and i founfd the most comfortable useing 3ds max for visual projects. so i figured since gmax was out i would have better luck with it. Link to comment Share on other sites More sharing options...
FEXX Posted May 21, 2002 Share Posted May 21, 2002 Gmax with Tempest Add-on is not going to work for JK2 maps. Use JK2 Radiant. I tried to use them, and create a map. I got far, but did tests. Once I exported my map with the Tempest plugin (really meant for Quake3 Arena and not JK2) it created a .map file. I then loaded up this .map file into JK2Radiant and tried to texture map faces - no go. It will NOT let you texture faces with SHIFT select. After more tests, it seems that JK2Radiant can read the map in, but it is truly not a JK2 map at all. I looked at the .map file with Notepad and saw a totally different method of describing the map. After another 20 tests I found out that the Tempest plugin just does not work for JK2 maps; and went back to JK2Radiant to do map work. So do not waste time with Gmax till a JK2 map export plugin is created - if ever. Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted May 21, 2002 Share Posted May 21, 2002 [nelson]Ha-Hah![/nelson] Seriously, you'll get used to Radiant eventually. Everyone always does. Bwahahah!! Oh, and sorry about the smiley misunderstanding. Link to comment Share on other sites More sharing options...
Major_Marbles Posted May 21, 2002 Author Share Posted May 21, 2002 ok ill give up on creating the entire map with gmax. What if i just used gmax to model the more complex elements of the map, like a generator or light fixture then create a clipping box around it? could that work? i only ask because i see many elements of the map hard to create in radient. Link to comment Share on other sites More sharing options...
volrathxp Posted May 21, 2002 Share Posted May 21, 2002 *slaps self in forehead* sorry i'm supposed to write up a tut on how to create md3s for your maps.... but I'll give the skinny and lowdown here. First, using Gmax create your model that you want to use. Make sure it's not like.... super extremely complex and has like 40000000000 vertices in it... you'll see what happens if it does. 2) Export to an md3 file using the Tempest gamepack. This plugin actually uses a common 3ds max plugin called pop n fresh. if you want to use 3ds max you can for this and just use the pop n fresh plugin to export. Export the first frame of the model (As far as I know, md3 models cannot be animated in game) 3) Grab a demo copy of Milkshape 3D. Load it up and import your md3 file into it. If you already have your textures and stuff in place and they work fine then do this: Select the different parts of your model using Milkshapes builtin Group selection feature. Then create a new material and give it the path to the texture you want to use. 4) Once your texturing is ok and you like it how it is. Go to the Tools menu and go to Quake III Arena and select Generate Control File. Number 1 thing to do with this is to make sure it resides in the model directory that you want your model to go into. DO NOT CLOSE MILKSHAPE YET. Browse to the qc file and open it in notepad. You should see something similar to this here: // Quake III Arena MD3 control file, generated by MilkShape 3D // $model "models/map_objects/ravhouse/drpepper.md3" // reference frame //$frames -1 -1 // frame 1-30 $frames 1 30 $flags 0 $numskins 0 // you can have one or no parent tag // tags // meshes (surfaces) $mesh "Tube01" $skin "models/map_objects/ravhouse/silver.jpg" $flags 0 $mesh "Cylinder02" $skin "models/map_objects/ravhouse/silver.jpg" $flags 0 $mesh "Regroup01" $skin "models/map_objects/ravhouse/red.jpg" $flags 0 The basic anatomy of a qc file is as such. the first line is the relative path from the base to the md3 file. yes i know it's not there. type in where the md3 is going to reside. absolutely has to be relative to the base directory. ALWAYS. The other lines you need to concern yourself with are the lines that begin with $skin. This is why you skin your model in milkshape first. Look at each of your groups in milkshape and accordingly type in the path to the texture file for each line that begins with $skin. This tells the model where the textures are at for it. When you are done, save the file. 5) Go back to Milkshape and select Export.. -> Quake III Arena MD3.... it should come up in the folder with the qc file in it. name the model the SAME as the qc file else it will not work. therefore what you name it in the qc file must be the same. Load up radiant and then stick in misc_model and point it to the md3 file and voila! You have your own md3 model. Use this info and enjoy the fun you can have. Things I have noticed: Models with extreme ammounts of vertices and/or faces will not import into Milkshape. It bombs straight out. Unfortunately. Second: Most md3 exporters export with q3 paths. unfortunately. Third: You need the control file.. The max plugin auto-creates one when it exports. So there may be a way to get large models to work using this to our advantage. I plan on taking the small initiative and testing this out. The control file is very vital because it embeds into the model file to tell the model where the skins are for it. After your model is exported you don't really need it anymore and can delete it. Hope this has helped everyone out a bit. Happy mapping!! volrath Link to comment Share on other sites More sharing options...
Major_Marbles Posted May 21, 2002 Author Share Posted May 21, 2002 Volrath, thanks for the info! ill sure try it out. Link to comment Share on other sites More sharing options...
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