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gmax Community and Support : Gamepak: Tempest : A n00b needing gmax file --> Quake III Arena help
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Fiddlemaster
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4 Posts
A n00b needing gmax file --> Quake III Arena help
Posted 15-Oct-2007 3:26 PM

After searching on the forums, most of these threads are years old.

Here's the situation.  I have modeled an office floor in 3D Studio Max, exported it as a 3ds File into Gmax.  I have Tempest installed.

I can open and view the file just fine in Gmax.  Now is where I am trying to figure out how to just import the model into Quake.

I installed the md3 exporter, and it gives me that option as a dropdown choice under the Export section.

There is the option to make a .MAP file and an .md3 file, so I have tried both.  When I load up Quake III and go to Mods, nothing is there.

I then read on a site to put them in the baseq3 folder.  Doing so proves nothing, however.  Still nothing comes up.

I will worry about textures later unless they are causing a problem for the actual models to load.  I just want to know how to take a model in Gmax and bring it into Q3 so I can look at it.

The boss actually wants to see what the new office will look like, and this will be a lot quicker for him to see it all than for me to render an animation .avi.

 

Thank you.  Hopefully people still are looking at this thread....

 




 

Fiddlemaster
New Poster
4 Posts
RE: A n00b needing gmax file --> Quake III Arena help
Posted 16-Oct-2007 12:46 PM


Nevermind.

I found a pdf that give step by step on how to do so.  It's way more extensive process than I remember it being years ago when I did this.





 

Fiddlemaster
New Poster
4 Posts
RE: A n00b needing gmax file --> Quake III Arena help
Posted 17-Oct-2007 10:38 AM
Modified by Fiddlemaster On 17-Oct-2007  11:31 AM

Ok I have gotten q3map2 to compile into .bsp.  Nice program.

 

Now none of my custom models will load into Quake.  I can make a quakebox and hollow it out, place a starting point, and when the game loads, the custom model isn't there.

Browser_ice
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RE: A n00b needing gmax file --> Quake III Arena help
Posted 18-Oct-2007 4:14 PM

As this has been over 3 years since I did anything in Quake-3, I could be wrong (I am at the office). But your best bet is to check for threads talking about models and textures.

I assume you are not using any Quake-3 MOD, just the Quake-3 game out of the box.

Models goes into ...\baseq3\models\mapobjects\objectname\objectname.md3

Textures go into ...\baseq3\models\mapobjects\objectname\objectname.jpg or .tga but .jpg is taken by default if both there

idealy, you should have a shader in ...\baseq3\scripts\objectname.sh
with that shader, have objectname added in the ...\baseq3\scripts\shaderlist.txt  (not sure on the exact name of the file)
the shader indicates the textures being used on the object, pointing to the actual texture files and having possible added features/effects. If the textures or shader files are not found, the object will be there but invisible.

lastly, be sure to envelope your objects with other objects (as a skin if you like) and apply a clip texture on it. This will tell the engine what part of the object are not walkthrough (that's why the whole thing has to be envelopped with clip brushes)

You must first export your model into an MD3, then with a misc_model entity in your map, point it to your model. You should then see it in your map editor and then compile it.
Browser_ice
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RE: A n00b needing gmax file --> Quake III Arena help
Posted 18-Oct-2007 4:23 PM

You seamed to have done a thread on Oct-17 about the tool bar but I cannot find it. I assume you deleted it.

You do not need the toolbar to compile it.  Since you have Q3MAP2, all you have to do is save the *.map file and then compile the map with a batch file (exemples in the forum and Q3MAP2 sites) to create the BSP file.
Fiddlemaster
New Poster
4 Posts
RE: A n00b needing gmax file --> Quake III Arena help
Posted 22-Oct-2007 3:37 PM


Thanks, I finally managed to get the tempest level that comes with the plugin to load in Quake.

However, I brought in an office chair I had modeled, imported it into Gmax as a 3DS file, and although the game did load, I never could get the chair to load.  No errors were given.

In fact, any file I model in 3D Studio Max and import as a 3DS file into Gmax doesn't appear in Quake when I load the mod up.

Oh and yah I figured out how to use Q2Map to convert the map to bsp.  Thanks

But thanks again for your help.

Browser_ice
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RE: A n00b needing gmax file --> Quake III Arena help
Posted 23-Oct-2007 12:48 PM

There are 2 possibilities where you do not see the model in the map :

1) because it cannot find the model`s textures or shader, it cannot display it.

2) it never loaded it.


Chances are its because of problem #1. There is a way to find out.  If you envelope your model with clip textures (which you have to do), then once loaded up in the game, walking to the spot where the model should be you would be stopped as if there is an invisible wall.

When I am talking about clip textures, I mean player clip and weapon clip. Player clip prevents the player from walking through it. Weapon clip enables shooting at it and seeing bullet impacts.

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