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Gtk Radient and 3DS MAX Working in harmony?

HeadphonesJohn
polycounter lvl 17
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HeadphonesJohn polycounter lvl 17
Okay, im just fiddling around with GtkR To make Q3A Levels, its pretty laborious, but i do get some sweet results.

In 3DSM its a hell of a lot easier to model structures and so on, but then when i try and import it back into GtkR it does know about collisions and stuff. Im currently having to model all the stuff in max, then when its in GtkR i add the invisible player clip blacks to all the major surfaces. That way i get functioning collisions, with nice detail.

So my question is: What settings/plugins/stuff should i use to make GtkR Know what is what;
OR;
whats better than GtkR for making Quake 3 maps (like -best case scenario- doing everything in max)

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  • thnom
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    thnom polycounter lvl 18
    I don't know a whole load about it this, but I know enough I believe.

    First off if you CAN be arsed, you can 'caulk' everything around the model (basically make the model again in simple shapes around it). Caulk is in common/caulk. Its invisible ingame, and doesn't cause a performance hit.

    Clipping
    There are three ways to clip ase/models.
    1. Add the key “spawnflags” value “2” to the entity. (ON THE 'N' SCREEN)
    On detailed models this may have an impact on fps, as the collision data can be quite complex.
    2. Add “q3map_clipModel” to your shader.
    On detailed models this may have an impact on fps, as the collision data can be quite complex.
    3. Manually clip with brushes.

    Some links you may find useful:
    http://www.planetwolfenstein.com/detoeni/ase.htm
    http://www.forums.urbanterror.net/forums...bee41d7e9e76c1b

    Don't forget to get Q3Map2 updated too.
    http://www.splashdamage.com/index.php?na...a1ec021e9e0b2bc for that
  • MoP
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    MoP polycounter lvl 18
    I'd think it's probably best to build a rough level layout in Radiant using BSP geometry, then import Max models (handily, max's default units match radiant's exactly, if i remember right, so 128 max units = 128 radiant units)... then you can do as Thnom said, bring in a mapmodel from max and either build a "caulk" collision mesh around it from BSP, or maybe it'd be easier to build a lower-detail version of the object in Max, bring that in too and place it in the same location but give it a clipmodel shader.
  • thnom
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    thnom polycounter lvl 18
    To build on what mop said.., you can build a base map in BSP, do a test build see if its in scale - if its all okay there's some information on that urbanterror link to export the BSP out as an ASE. So you then could work with the ASE and model it, import it back in and bam - you have what you want.
  • HeadphonesJohn
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    HeadphonesJohn polycounter lvl 17
    My 'Shader' is failing now =(

    "WARNING: Activate shader failed for C:\Documents and Settings\John\Desktop\Modded Quake 3\Quake 3\baseq3\models\grenadel.jpg"

    Whats the process for keeping the textures/map coords etc out of max and into GtkR (via ASE export)?
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