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Posted: Mon May 24, 2004 12:25 pm
by Peter Müller
Still waiting. Is somebody coding it?

Posted: Wed May 26, 2004 8:11 am
by Guest
It's available for download now ;-)

Posted: Mon May 31, 2004 9:23 pm
by firefly2442
I followed the directions Vermeer graciously posted but I have a question.... do I need Quake III in order to create the maps? That is I create the .map file and then use Q3Map2 to convert it to .bsp The only problem is, the tool asks for the "quake3.exe" file. Is there another format that I could use? Thanks!

Posted: Mon May 31, 2004 9:45 pm
by vermeer
I am no expert on this. Have no idea.

All I know is you can configure Quark with other compilers....

remember Q3Map2 is derived from id tools, so can't use to produce comercial games.

instead, for comercial games use :

editor and compiler
http://getic.njoydeco.com/

or:

free for comercial map editor
www.planetquake.com/quark

free for comercial bsp compiler (somwhat wip , limited)
http://map3bspc.sourceforge.net/

Posted: Mon May 31, 2004 10:15 pm
by firefly2442
Thanks! Quark should do the trick. Well, off to find some tutorials! :)

Posted: Mon May 31, 2004 11:14 pm
by afecelis
Is Getic3d's bsp format compatible with Irrlicht? In other words, is it a Q3 bsp?

Posted: Tue Jun 01, 2004 6:32 am
by guest_ver
no idea...should be...

Posted: Tue Jun 01, 2004 8:01 am
by Guest
euh, if u try it, you may solve a big doubt of mine when someone asks m that question :)

I suspect is similar to quake2 bsp or quake 3 bsp...

Could not find it at oficial forums but... :

"Author: getic-author localhost
Date: 05-30-04 15:59

There is a bug in Getic Alpha version. Lightmaps size are allways 128x128
pixels which is wrong. They should be as configured.
June 12 version is gonna have it fixed."


small lightmaps. But in eleven days this is probably fixed ;)


ANYWAY...

I would not leave the possibility of testing this one, which it says is clearly geared to quake3 bsps, and it seems more advanced that I though first.

http://map3bspc.sourceforge.net/

Totally open sourced, is probably the best bet for compatibility with Ilrrlitch bsp q3 import code.Probably, as nobody seem to have tested these tools yet...hmm...it could be great that you, being experienced as you are in mod editing with q3 engine, would test them.... Perhaps I'm more inclined by th elast one I mention than for getic, lately.

But I don't have any idea. I just look these things "from oustide" I am not a level designer or a coder. Just character and object artist plus animator (well, concept art an dsome other stuff too) I mean, levels are kind of a mistery fo rme, but I think irrlitch woul dbenefit if someone would make some quick tests of this to clarify...I don't even know how to handle Quark editor...so I'm probaly not the right person for this...

Posted: Wed Jun 02, 2004 2:47 am
by afecelis
I wrote a tut for Ca3de on how to use Gmax for level editing and exporting a Q3 map that can be used in Irrlicht usen Michael Little's GLB tools.

If anyone's interested, here's the link:

http://www.ca3d-engine.de/Downloads/Tut ... AndGLB.pdf

Posted: Wed Jun 02, 2004 10:32 am
by Peter Müller
What is GMax?

Posted: Wed Jun 02, 2004 1:07 pm
by afecelis
Gmax is a stripped off version of 3dsmax 4 that was released for free. It's the same as 3dsmax but without the rendering engine, and only works and exports to game formats like quake3 md3. There are many updates on plugins for it,I even read a tut yesterday on how to render Gmax scenes using YAFRAY.

It's like truespace's Gamespace, but if you're used to modeeling with 3dsmax then you'll be modeling in Gmax in seconds.

http://www.discreet.com/products/gmax/

Posted: Wed Jun 02, 2004 3:36 pm
by Peter Müller
afecelis wrote:Gmax is a stripped off version of 3dsmax 4 that was released for free. It's the same as 3dsmax but without the rendering engine, and only works and exports to game formats like quake3 md3. There are many updates on plugins for it,I even read a tut yesterday on how to render Gmax scenes using YAFRAY.

It's like truespace's Gamespace, but if you're used to modeeling with 3dsmax then you'll be modeling in Gmax in seconds.

http://www.discreet.com/products/gmax/
Do you know, where I can get a md3 importer and md2 exporter for 3dsmax.

Posted: Wed Jun 02, 2004 5:24 pm
by cmoibenlepro
I wrote a tut for Ca3de on how to use Gmax for level editing and exporting a Q3 map that can be used in Irrlicht usen Michael Little's GLB tools.

If anyone's interested, here's the link:

http://www.ca3d-engine.de/Downloads/Tut ... AndGLB.pdf
Did you use those tools to make the map that you shown on your great screenshots?

Posted: Wed Jun 02, 2004 5:50 pm
by afecelis
I used them in the screenshots of the tutorial. The map I'm working on was fully created in GtkRadiant. But it would've been possible to create it in 3dsmax or Gmax and export it as a .map, load it in Gtkradiant (or hAMMER), texture it, compile it and get the bsp for Irrlicht.

thnx for the comments!!!!

@Peter:
The plugins you are looking for exist as scripts, just load them and you're able to import-export md2-md3 models in max or Gmax

get them here:
http://mojo.gmaxsupport.com/Sections/MaxScripts.html

and here:

http://mojo.gmaxsupport.com/Sections/Plugins.html

Posted: Wed Jun 02, 2004 6:01 pm
by cmoibenlepro
does Hammer can compile to quake3 maps that Irrlicht can load? I thought it was only for half-life