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3D Studio Max 4.2 and Jedi Knight 2


comedyofjustice

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:guybrush::elaine: Is there any potential way to build levels in 3dsmax and then import them into a radiant program for texturing effects weapons entities etc. Even if lights, materials, and animated objects could not be exported the benefits of building the frame of map in 3dsmax would be enormous. Just imagine all of the shapes that could be made - easily. A map of nothing but curved surfaces would take no time at all, though I have no idea why anyone would want to create such a thing.

 

This ability would be a great boon to all 3dsmax users as mapping time could be cut by unimaginab amounts.

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Don't know if this'll help, but there is a program which will export 3dsmax (in .a(c/s)e format) to UnrealEd as a brush. Maybe there's a way to get stuff from unrealed to QERadiant? If so, then there's a hack :)

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yes there are import/exporter included for 3dmax in the editing tools. but those are just for simple model, of a decorative sort...

but forget about importing whole soldit structures. btw the curved surfaces are good tho. but the tools to make them are not the best. i use gtk radiant and have no idea how to make a real round cylinder! and u know what? raven cant either. load the ffa_yavin map and check the cylinders (stone pillars) at the center of the map. these are no perfect circles! there are slight corners. and if i try to correct this with vertex editing i get other corners, more sharp of nature. but check out the other tools, like matrix and stuff. great for terrain. not that bad...

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Uh, you can't make a real round cylinder because that's impossible. "Curved surfaces" which you see in movies are just a **** load of polygons put together. The denser you make the cylinder in GTKRad, the rounder it will be.

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like im stupid or what? i am an advanced 3dmax user and know about that stuff. thats not what i meant...

circle.jpg

 

inside is a normal arbitrary sided brush with 32 faces...that looks perfect heh? but the so called "cylinder" that i get if i make one out of a brush has those round corners. the density of the polygons is not the problem. more the way those curves are generated...

but what do i know, im new to this q3 mapping anyway.

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Sooo...what's your point? You want to use 32 sided brushes that are slower and can't be adjusted via geometry detail instead of patches which are faster and can be adjusted with the geometry detail in the options menu? Fine, go ahead.

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no man i know the benefits! but cant u see the round corners sticking thru? the red one is a normal slow 32 sided brush. and the black cicle is the capped cylinder. it is not a circle! normaly we wouldnt bother but sometimes u just need a normal cylinder and not a squared one!

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I hope you're joking.. but really, if you're that stupid, it'll take you ridiculously long to learn how to use the program anyways. I suggestion buying the educational version for $640 from studica.com or journeyed.com.

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OK... 3DSM is way more powerfull than any mapping proggy made specificly for a game. The way it was done for UnrealED was we made the entire map in 3DSM then exported it as a texture and imported it into UED. im not sure if you had to rebuild the map since its been a long time since i have even used 3DSM but its worth it to learn. And if you know what your doing it does not take long to make a map(about the same maybe even faster than UnrealED) and its not really hard.

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