Author Topic: 3ds Max - gtkradiant  (Read 8723 times)

Hydra

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3ds Max - gtkradiant
« on: July 18, 2006, 05:01:09 pm »
is there away so i can make a map with 3ds and import it into gtkradiant. because im pritty gd with 3ds max..... and pritty much useless with gtk.
i am happy to work with some 1 in making maps ie i make it and they can add eye candy, lights and lifts etc.
img]http://img386.imageshack.us/img386/735/mdcuserbartemplatecylh3.jpg[/img]

zeta

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3ds Max - gtkradiant
« Reply #1 on: July 18, 2006, 05:12:44 pm »
yes u can import models into GTK from 3ds max

i willl look for a guide and post a edit xD

EDIT:  I will add torches in each of the corners of the room. Right click in the 2D view and choose MISC/MISC_MODEL then a screen will come up asking you which model you want to use. I am choosing STORCH/STORCH.MD3. All you will see is a red box, to fix this push N to bring up the Entity Window and for Key it should say MODEL and for Value mine says "c:/program files/quake iii arena/baseq3/models/mapobjects/storch/storch.md3". This is not what you want it to point to, because it is trying to get a model off of your baseq3 directory when what you want is for it to get the model out of the pak file, so change it to "models/mapobjects/storch/storch.md3". This is what your Entity Window should look like after you have it set right.

thats how u put .md3's into gtk radiant, and im pretty sure they got to be md3
img]http://img50.imageshack.us/img50/6568/mysig0va.jpg[/img]

Thorn

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3ds Max - gtkradiant
« Reply #2 on: July 19, 2006, 01:34:32 am »
They can be pretty much any format ,
, From 3ds format to Lighwave objects
.to ms3d and whatever else .

Hydra , i've been wanting to make
 a big map for a while but was lacking
 a moddeler . my moddeling skills are
high poly only . i try making something
 low poly enough to put in a map and i suck.
So if we get on msn soon and draw out some layout ideas.

Another idea is waht if a lot of people make
 a map like : Me , Zeta , Hydra , Catylyc , Stannum
 , Jex and whoever else can map . make is HUGE! .
 every mapper puts their little section in the map!

zeta

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3ds Max - gtkradiant
« Reply #3 on: July 19, 2006, 01:40:06 am »
might be good xD
img]http://img50.imageshack.us/img50/6568/mysig0va.jpg[/img]

Thorn

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3ds Max - gtkradiant
« Reply #4 on: July 19, 2006, 01:46:20 am »
MIGHT!?!?!?

prolly will be something silly like 60mb bsp .

Thorn

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3ds Max - gtkradiant
« Reply #5 on: July 19, 2006, 01:47:03 am »
MIGHT!?!?!?

prolly will be something silly like 60mb bsp .

gareth

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3ds Max - gtkradiant
« Reply #6 on: July 19, 2006, 09:50:23 am »
Could be interesting. Each contributor could have a room or something, the rooms could be of various regular shapes and size so ppl could do different amounts, and they could be linked toether by warp portals. Its crazy but I like it, It would allow all the ppl like me who cant be bothered to make a full detailed map in one fairly continuous style to make 1 or 2 high quality rooms that can be used in an actual map.

DarkRogue

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3ds Max - gtkradiant
« Reply #7 on: July 19, 2006, 06:06:07 pm »
quake 2 gloom had similar events. Groups of authors doing round robin construction of a map. Mapper A would make a room pass it to mapper b who added something then to Mapper C D and then back to A and the process continued til each one had so many turns.


The results were universally loathed but was an interesting experience ;)
n game name: Xiane

zeta

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3ds Max - gtkradiant
« Reply #8 on: July 19, 2006, 07:26:51 pm »
how about we each make like are own rooM

and have 6 rooms or some shiiii


and make it so the base portals have 2 rooms, the portal room and the base(so someone doesnt just tele in drop a nade and tele out)

and we could alll do someone special and different about each of are rooms,

i always have trouble doing detail cuz im way to lazy to add so much

thats why alot of my maps are pretty bland

cuz me = lazy, but if i only had 2 do 1 rooom then i think i would make it pretty dang detailed
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Stannum

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3ds Max - gtkradiant
« Reply #9 on: July 20, 2006, 01:12:27 am »
In short:

Export the model you want to use in your map to .ase. Make sure the
material name points to the texture (not diffuse slot). Add models with the misc_model entity and set "spawnflags"to "2" so that it blocks players/weapons.
Blue © 2004 Natural Selection.

kozak6

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3ds Max - gtkradiant
« Reply #10 on: July 20, 2006, 04:45:42 am »
It doesn't have to be as obvious as 6 rooms linked by teleporters.

You could construct something where highly variable rooms wouldn't be out of the ordinary.

You could create a map that takes place in a museum, a shopping mall, a funhouse, whatever, and have it fit well enough.

Might be tricky to balance, though.

zeta

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3ds Max - gtkradiant
« Reply #11 on: July 20, 2006, 06:36:06 am »
good point

lol!
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gareth

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3ds Max - gtkradiant
« Reply #12 on: July 20, 2006, 10:37:00 am »
I may organise something like that. With a single dictator (me) to deceide things then it will not be so hard to balance.