CaptainCrazy Posted September 25, 2013 Share Posted September 25, 2013 I've looked all over Google and the tutorials here but i can't find anything that shows you how to export a simple model from 3DS or whatever and import it into GTKRadiant. If somebody could help me i'd be extremely grateful! For now i just want to make a very simple object for testing purposes, export it and import it as a prop/scenery into a map. Thanks! Link to comment
mrwonko Posted September 25, 2013 Share Posted September 25, 2013 Just export to .lwo, .3ds or .obj and you should be good to go, Q3Map2 can handle those formats. Only difficult part might be setting the texture paths correctly, since they have to be relative to GameData/Base/ after all. Or get an MD3 exporter. Link to comment
Tempust85 Posted September 25, 2013 Share Posted September 25, 2013 You can also use Xycaleth's FBX to GLM converter (for static models) once it's ready and use the ghoul2 misc model entity. Link to comment
CaptainCrazy Posted September 25, 2013 Author Share Posted September 25, 2013 Just export to .lwo, .3ds or .obj and you should be good to go, Q3Map2 can handle those formats. Only difficult part might be setting the texture paths correctly, since they have to be relative to GameData/Base/ after all. Or get an MD3 exporter. Whenever i run Q3Map2 i get this error message: Link to comment
mrwonko Posted September 25, 2013 Share Posted September 25, 2013 You've compiled a map before, right? So just keep doing that the way you've always done it. Use a misc_model for the prop. The compiler (i.e. Q3Map2) will handle the rest. Link to comment
CaptainCrazy Posted September 25, 2013 Author Share Posted September 25, 2013 You've compiled a map before, right? So just keep doing that the way you've always done it. Use a misc_model for the prop. The compiler (i.e. Q3Map2) will handle the rest. I usually compile them in Radiant... I'm just confused, how can you compile a map with a prop in it when the prop isn't even there because i need to compile the prop =/ Link to comment
mrwonko Posted September 25, 2013 Share Posted September 25, 2013 You don't compile the prop. You just select the .lwo/.obj/.3ds/.md3 in the misc_model model selection dialog. Link to comment
CaptainCrazy Posted September 25, 2013 Author Share Posted September 25, 2013 Okay i'll check it out. Link to comment
CaptainCrazy Posted September 25, 2013 Author Share Posted September 25, 2013 You don't compile the prop. You just select the .lwo/.obj/.3ds/.md3 in the misc_model model selection dialog. I got the model into Radiant but it's like wireframe and no texture, i assigned a .tga texture to it, power of 2 dimensions, same folder as model but nothing.. Link to comment
mrwonko Posted September 25, 2013 Share Posted September 25, 2013 The exporters might not save the texture paths correctly, as I mentioned. Not sure if there's anything you can do about it. Try a different format, and if all else fails, use Blender, there's a .ase exporter for simple props in my plugin collection.https://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/ Link to comment
CaptainCrazy Posted September 25, 2013 Author Share Posted September 25, 2013 The exporters might not save the texture paths correctly, as I mentioned. Not sure if there's anything you can do about it. Try a different format, and if all else fails, use Blender, there's a .ase exporter for simple props in my plugin collection. Maybe i need to make a shader for it lol. Link to comment
Pande Posted September 25, 2013 Share Posted September 25, 2013 The exporter is assuming q3, you can see it in the file path it is adding baseq3 after Star Wars Jedi Knight Jedi Academy/ and not even including gamedata. I have been using mrwonko's plugin for a while now, if you want next time you are on irc I will show you how to get it from Blender to scale using a template start up file I have. Link to comment
CaptainCrazy Posted September 25, 2013 Author Share Posted September 25, 2013 The exporter is assuming q3, you can see it in the file path it is adding baseq3 after Star Wars Jedi Knight Jedi Academy/ and not even including gamedata. I have been using mrwonko's plugin for a while now, if you want next time you are on irc I will show you how to get it from Blender to scale using a template start up file I have. Okay i'll go on IRC. Link to comment
Tempust85 Posted September 25, 2013 Share Posted September 25, 2013 For 3ds max and md3: You just need to add models/map_objects/yourmodelfolder/yourmodeltexture.tga To the material name, which normally says default 1 or something. Link to comment
CaptainCrazy Posted September 26, 2013 Author Share Posted September 26, 2013 For 3ds max and md3: You just need to add models/map_objects/yourmodelfolder/yourmodeltexture.tga To the material name, which normally says default 1 or something. Yeh thanks i did that yesterday and it worked but i was told that adding the file extension was a bad idea but i suppose that's wrong since you have more experience Link to comment
Tempust85 Posted September 26, 2013 Share Posted September 26, 2013 Well I've had no problems doing it, the game seems to ignore the extensions in MD3's and .skin files. Link to comment
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