humm as the q3 maps alway have to be convex and converting concave stuff into convex explodes the polycount, it would be interesting if you could say how to export to another format
wops double post srry
Gmax VT's out!
Last edited by Ingurum on Mon Jan 03, 2005 7:16 pm, edited 1 time in total.
there's an script exporting as OBJ, but that will not carry collissions, portal visibility, lights and lightmaps intoa game, like aefecelis workflow does.
OBJ can have any type of geometry, anyway.
There's the script link in tools sticky, I think it's now also in the old tools site from Bal, where I uploaded it.
There's a trick to do with the mouse,(to be able to copy all the content in the gmax listener) it's linked in tools or faq sticky.
OBJ can have any type of geometry, anyway.
There's the script link in tools sticky, I think it's now also in the old tools site from Bal, where I uploaded it.
There's a trick to do with the mouse,(to be able to copy all the content in the gmax listener) it's linked in tools or faq sticky.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
"would love to see a tut bout character implemantation in irr, with a gmax tut ^^"
Maybe you could use then md3 exporter for Gmax, at mojo.gmaxsupport.com
(but md3 forces you to hide uv seams in non seen parts of geometry)
and use the r2d2 loader
There's a good md5 exporter, but irrlicht bones format is x.
I dream of someday someone making an dx8+ x plugin for gmax
Maybe you could use then md3 exporter for Gmax, at mojo.gmaxsupport.com
(but md3 forces you to hide uv seams in non seen parts of geometry)
and use the r2d2 loader
There's a good md5 exporter, but irrlicht bones format is x.
I dream of someday someone making an dx8+ x plugin for gmax
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
thanks vermeer,
ok obj sounds good, how can u then handle the collision?
maybe a outdoor map making tut would be nice.
for loading obj files just change the extension in afecelis's source?
which toolsite do u mean with bal's `? // edit : found
for the character stuff:
the format converting isnt really the problem, with 3d exploration or milkshape as interface. the problem might be adding bones and create animations right for irrlicht. and the coding stuff.. . oh dear .. i not once could set irrlicht up in devcpp with the tutorial :S
//edit
.3ds works fine with me
did someone try gmax tempest gamepack for creating q3 lvls?
ok obj sounds good, how can u then handle the collision?
maybe a outdoor map making tut would be nice.
for loading obj files just change the extension in afecelis's source?
which toolsite do u mean with bal's `? // edit : found
for the character stuff:
the format converting isnt really the problem, with 3d exploration or milkshape as interface. the problem might be adding bones and create animations right for irrlicht. and the coding stuff.. . oh dear .. i not once could set irrlicht up in devcpp with the tutorial :S
//edit
.3ds works fine with me
did someone try gmax tempest gamepack for creating q3 lvls?
cant work Q3map2build
Sorry for posting so late but im having a problem when i try to compile the .MAP file. When I use Q3map2build I follow the directions in the tutorial and everything but there is absolotly no output (.bsd or anything) i tried using both my and your .map file neither works
you need to get the proper codec for them
try downloading klite megacodec pack (google it) and you'll be set. It includes almost every major video compression codec out there ensuring your pc will be able to play any video file u throw at it
oh, found it here:
http://www.softpedia.com/get/Multimedia ... Pack.shtml
try downloading klite megacodec pack (google it) and you'll be set. It includes almost every major video compression codec out there ensuring your pc will be able to play any video file u throw at it
oh, found it here:
http://www.softpedia.com/get/Multimedia ... Pack.shtml