View Full Version : Exporting modeks from 3Dsmax to Radient/Wolf
surrenderdorothy
9th November 2002, 21:52
Complete noob here, have done a search and looked at the two threads here but am sadly none the wiser as to the step by step process I need to take to export my model to Wolf/Radient from 3dsmax5.
Can someone break it down for me please?
Cheers bigtime!!!!!
kat
10th November 2002, 03:15
<font size="2">best thing to do is go to Q3W and look in the sticky thread in Bots Models and Animations forum... have you tried GMax which is kinda set up for exporting models to 'MD3' the format RtCW can use/read already</font>
_________________
<font size="2">nothing to add your honour.... except... maybe quake3bits (http://www.quake3bits.co.uk)?? Is that alright?? oh and rtcw (http://www.cpdt.com/rtcw) is that better??</font size="2">
<font size=-1>[ This Message was edited by: kat on 2002-11-10 03:15 ]</font>
surrenderdorothy
10th November 2002, 08:41
Kat, thanks for your feedback man!
I found exactly what I wanted over on http://www.planetwolfenstein.com/tramdesign/ (its at the bottom of the files section on the right!)
Go there if you need to do what i wanted with 3dsmax.
:smile::):)
<font size=-1>[ This Message was edited by: surrenderdorothy on 2002-11-10 08:42 ]</font>
kat
10th November 2002, 14:41
<font size="2">Ahhh I see....!
You ment you wanted a plugin rather than 'instruction on what to do' which is what I thought you ment...!</font>
Codey
15th November 2002, 08:49
Hi, thought you might be interested to know that q3map2 now has 3ds model support, which should make your work alot easier not having to deal with gmax's 'pop'n fresh md3 exporter' uvmapping problem or milkshape too, you can just put the 3ds model straight in your map!
q3map2 also has some other great features, like fur, bumpmapping and the list goes on..
here is a link:
http://shaderlab.com/q3map2/2.3/q3map_2.3.29.zip
and the manual is here:
http://shaderlab.com/q3map2/2.3/readme.txt
Have fun!
Codey
surrenderdorothy
15th November 2002, 10:31
Codey! Thanks for your feedback on this:)
Unfortunatly according to the release notes it has this to say "This code ix
really experimental, and should *only* be used on large models such as terrain
(not small decorative models)."
So at the moment I need to wait a little until the exporter can downsize the scale of the model!
But thanks man!!!
<font size=-1>[ This Message was edited by: surrenderdorothy on 2002-11-15 10:31 ]</font>
Codey
15th November 2002, 10:43
Actually, that part of the text was refering to automatically clipping the model, be it md3 or whatever other you use.
Import of 3ds models is done and working 100% as good as built-in md3 support. There is also a 3ds test map ydnar did to show it working.
I haven't tried it personally, but from the feedback I've seen, there are no problems with it.
:smile:
Codey
surrenderdorothy
15th November 2002, 10:52
Brilliant!!!! I stand corrected as someone who cant interpret what he reads=pillock :smile:
Cheers man for the lightning response!!!!
:smile:
<font size=-1>[ This Message was edited by: surrenderdorothy on 2002-11-15 10:53 ]</font>
kat
15th November 2002, 13:41
<font size="2">I wonder if they'll tag *.gmax file support in there someday..!!</font>
_________________
<font size="2">nothing to add your honour.... except... maybe quake3bits (http://www.quake3bits.co.uk)?? Is that alright?? oh and rtcw (http://www.cpdt.com/rtcw) is that better??</font size="2">
<font size=-1>[ This Message was edited by: kat on 2002-11-15 13:42 ]</font>
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