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 Forum: Level Editing & Modeling   Topic: Anyone know of any huge quantity of map zips on the web?

Posted: 09-03-2016 10:29 AM 

Replies: 12
Views: 1593


thanks :) it's basically a railwhore's paradise

was fun to make though, pretty much all original assets, including the pool balls with waaay too many polys due to my pisspoor gmax skillz

 Forum: Level Editing & Modeling   Topic: AEblocks - Modular Mapping

Posted: 01-06-2015 04:13 AM 

Replies: 103
Views: 14290


Castle , recently looked up gmax on Wikipedia and other 3D modelling tools and it really seems, other than 3ds Max (costly) only Blender (free) is worth learning. It might be cool if you could do a segment on creating a few "simple" ...

 Forum: Level Editing & Modeling   Topic: AEblocks - Modular Mapping

Posted: 01-06-2015 02:06 AM 

Replies: 103
Views: 14290


... in MB3. So I'd use MB3 as a external "modelling tool", well a brush manipulator actually, for Radiant. Castle , recently looked up gmax on Wikipedia and other 3D modelling tools and it really seems, other than 3ds Max (costly) only Blender (free) is worth learning. It might be ...

 Forum: Level Editing & Modeling   Topic: SubNautical - Terrain & Voxels under Unity

Posted: 10-06-2014 09:21 PM 

Replies: 5
Views: 2532


... without having to resort to huge meshes. For those not adept at modelling (and I never was able to get anything properly created with gmax, that I could not have done so much more quickly in GTKRadiant) it really opens a door in regards to accessible creative map building. At least ...

 Forum: Level Editing & Modeling   Topic: SubNautical - Terrain & Voxels under Unity

Posted: 10-04-2014 07:18 AM 

Replies: 5
Views: 2532


... without having to resort to huge meshes. For those not adept at modelling (and I never was able to get anything properly created with gmax, that I could not have done so much more quickly in GTKRadiant) it really opens a door in regards to accessible creative map building. At least ...

 Forum: Level Editing & Modeling   Topic: Phobos mini pack v1

 Post subject: Re: Phobos mini pack v1
Posted: 03-21-2011 12:48 PM 

Replies: 83
Views: 20345


The 3 versions of the guppy that got handles on both side of the door have replaced the 3 previous one in the pack (.gmax + models). The model did not need to be split into parts : http://serge.billault.pagesperso-orange.fr/Quake3/phobos_pack_v1.pk3 http://serge.billault.pagesperso-orange.fr/Quake3/phobos_pack_v1_guppy_doors_handle.jpg ...

 Forum: Level Editing & Modeling   Topic: Good ASE modelling tool...?

Posted: 03-20-2011 05:50 PM 

Replies: 8
Views: 1221


... makes everything work smoothly. What Silicone said... you'll find * everything * you'll need, providing you take the time to look that is. WRT gmax, it's still useful but only really for MD3 files as you have to be a bit more creative to export anything else.

 Forum: Level Editing & Modeling   Topic: Good ASE modelling tool...?

Posted: 03-20-2011 05:01 PM 

Replies: 8
Views: 1221


... For a straight ASE to MD3 conversion, you could just use what id Software (and I) use, Q3data.exe . Other notes: TBH, I wouldn't bother with Gmax anymore. It's abandonware since something like 2000, it doesn't have many export or import capabilities and Gmax files are essentially useless ...

 Forum: Level Editing & Modeling   Topic: Phobos mini pack v1

 Post subject: Re: Phobos mini pack v1
Posted: 03-20-2011 04:36 PM 

Replies: 83
Views: 20345


Now that i begin to get a little more familiar with gmax and texturing i will improve the very first assets i made (ugly pillars and plinths for exemple). But I will export the new assets under a different name. Then i will begin a first map with functional ...

 Forum: Level Editing & Modeling   Topic: Good ASE modelling tool...?

Posted: 03-20-2011 03:51 AM 

Replies: 8
Views: 1221


... all :/ Blender is a disgusting pimple on the arse of the modeling world and should be destroyed. Or at least, its UI designer should be hanged. GMax might do what you need, actually. Yeah agreed, I hate that goddamn thing with a passion but if it gets the job done then that's all that matters. ...

 Forum: Level Editing & Modeling   Topic: Good ASE modelling tool...?

Posted: 03-20-2011 02:30 AM 

Replies: 8
Views: 1221


Blender is a disgusting pimple on the arse of the modeling world and should be destroyed. Or at least, its UI designer should be hanged.

GMax might do what you need, actually.

 Forum: Level Editing & Modeling   Topic: Phobos mini pack v1

 Post subject: Re: Phobos mini pack v1
Posted: 03-19-2011 07:17 AM 

Replies: 83
Views: 20345


... next pack once i added ceiling props and a line of doors of different sizes. To force a model to use your own textures, just re-export them from gmax or replace the texture ref that is in full text within the .MD3 (make sure to preserve a path relative to models for your change to work)

 Forum: Level Editing & Modeling   Topic: Phobos mini pack v1

 Post subject: Re: Phobos mini pack v1
Posted: 03-05-2011 04:35 AM 

Replies: 83
Views: 20345


... 3 being the old game that it is. -------------------- I am almost finished with the mobile part of the first type of elevator. As always the .gmax files will be provided so that if something sucks (as it usually does), you can modify it to your tastes. http://serge.billault.pagesperso-orange.fr/Quake3/phobos_pack_v1_elevator_mobile_element.jpg

 Forum: Level Editing & Modeling   Topic: Phobos mini pack v1

 Post subject: Phobos mini pack v1
Posted: 02-26-2011 02:13 PM 

Replies: 83
Views: 20345


... which contain some models, textures, a shotgun, and the .gmax scenes associated with what is shown below. In order to avoid names collisions of resources belonging to a different version of a pack, or resources ...

 Forum: Level Editing & Modeling   Topic: Texture not displayed

 Post subject: Texture not displayed
Posted: 02-25-2011 04:20 PM 

Replies: 5
Views: 970


I tried to get the big guy into a map but the texture is not displayed. So here is a zip with the .gmax files, the .map and a pk3 that contain the models and its texture. So, if someone interested manage to get the texture to be displayed ingame he can keep the resources ...

 Forum: Level Editing & Modeling   Topic: Pack of assets for quake3 maps

Posted: 02-20-2011 08:55 AM 

Replies: 16
Views: 2506


I dont know. So far here are the infos i could gather on the gmax that is installed on my machine: gmax v1.2 Cookson MD3 exporter from Pop N Fresh V3 Tempest plugin v4 Export - supported formats with the enumerated plugins above: . Q3 map files (*.MAP) ...

 Forum: Level Editing & Modeling   Topic: Pack of assets for quake3 maps

Posted: 02-20-2011 08:42 AM 

Replies: 16
Views: 2506


Oh, you're using Gmax! Will Gmax save/export to anything else? Gmax files are pretty obscure to anyone else, I'm afraid. Getting it into a more popular file format might be difficult. For future reference, maybe you will want to ...

 Forum: Level Editing & Modeling   Topic: Pack of assets for quake3 maps

Posted: 02-20-2011 08:33 AM 

Replies: 16
Views: 2506


I will provide the .gmax files so that if something sucks too much, people will be able to tweak the assets to match their needs.

 Forum: Level Editing & Modeling   Topic: New Quake3 maps

 Post subject: Re: New Quake3 maps
Posted: 02-09-2011 07:29 AM 

Replies: 32
Views: 3451


... tried to focus on that given the time i had for this experiment ( remember that 4 out of the 6 evenings used to make this map were spent learning gmax to model the assets ) and my natural lazzyness. In reality this map is plagued with discutable things, but my real focus, as stated on the page ...

 Forum: Level Editing & Modeling   Topic: New Quake3 maps

 Post subject: Re: New Quake3 maps
Posted: 02-09-2011 04:51 AM 

Replies: 32
Views: 3451


Hehe, true.

Screenie looks good (maybe except for the texture on the ceiling), I'll give your map a try when I get back home. Thumbs up for learning GMAX and publishing a map within a few days from me.

 Forum: Level Editing & Modeling   Topic: New Quake3 maps

 Post subject: Re: New Quake3 maps
Posted: 02-09-2011 04:39 AM 

Replies: 32
Views: 3451


... tried to focus on that given the time i had for this experiment ( remember that 4 out of the 6 evenings used to make this map were spent learning gmax to model the assets ) and my natural lazzyness. In reality this map is plagued with discutable things, but my real focus, as stated on the page ...

 Forum: Level Editing & Modeling   Topic: New Quake3 maps

 Post subject: New Quake3 maps
Posted: 02-08-2011 05:51 AM 

Replies: 32
Views: 3451


... better than me trying to understand why the submisison of this map seem to be ignored by Planet Quake. I made all the assets, and can provide the gmax files if requested. . Infos.txt: yes . Level Shot and arena file: yes . AAS file: yes . game modes supported: free for all, team deathmatch and ...

 Forum: Level Editing & Modeling   Topic: 3ds max - Designing on curves

Posted: 09-25-2009 07:48 PM 

Replies: 17
Views: 2918


We don't talk about 'warez' here, but 3ds Max does have a free time limited trial version on their website. If you can still find it, you can give GMax a try, it was the free version of 3ds Max designed for game developers but it is discontinued now (it was pretty much all the same modeling tools). ...

 Forum: Level Editing & Modeling   Topic: Rage

 Post subject: Re: Rage
Posted: 08-14-2009 10:45 AM 

Replies: 61
Views: 7880


... up otherwise boring e.g. boxes, and it really would be a pain trying to do that in GTKradiant, but... hmmm. [grumble]From what I remember from gmax, things were terrible... it's like all the intuitive, good, and simplified editing was removed from that tool to make *everything* a "major ...

 Forum: Level Editing & Modeling   Topic: New to Weapon Modeling

 Post subject: Re: New to Weapon Modeling
Posted: 05-30-2008 10:17 AM 

Replies: 7
Views: 1172


cool o'dium what a useful post

as far as the op's question, gmax + tempest is still available (but not from autodesk) at turbosquid, http://www.turbosquid.com/gmax

 Forum: Level Editing & Modeling   Topic: Modification for Star Wars Jedi Academy (a Q3 based game)

Posted: 01-20-2008 10:32 PM 

Replies: 1
Views: 1021


... - This is for things like vehicles, weapons, and other mechanical things. Recommended Software: 3D Studio Max (version 5 and newer), Maya, Gmax, Blender, Milkshape 3D, Softimage|XSI, an dXSI Mod Tools 6. Software Provided?: No. Any of the open source/freeware programs may be downloaded ...

 Forum: Level Editing & Modeling   Topic: Load *.map quake 3 maps in 3ds max?

Posted: 10-16-2007 09:13 AM 

Replies: 10
Views: 6955


Not exactly... you could sort of do it with Gmax Tempest, but I found that to be buggy and it's no longer supported. Tempest was a plugin for Gmax which was used as a map editor for Q3. It's features were very limited. Otherwise, you can compile ...

 Forum: Level Editing & Modeling   Topic: GTKRadiant

Posted: 06-02-2007 11:52 AM 

Replies: 17
Views: 2610


make it in gmax/blender then import it in as md3 with spawnflags 6 for solidity and lightmapping, unless it's bigger than 1024^3 or make it in hammer then open the map file in notepad and chop some of the values off the ends ...

 Forum: Level Editing & Modeling   Topic: Screenshots

Posted: 03-27-2007 03:26 AM 

Replies: 7248
Views: 1076351


Just ripped useful grid switching feature from tempest and applied to gmax. :icon26: It's quite a shame that parent 3dxmax does not support this feature till version 8. :shrug: We can still use a grid object for this purpose, though. But it means there ...

 Forum: Level Editing & Modeling   Topic: Q3Radiant Map Exporter by Milkshape 3D [DLPUF]

Posted: 03-12-2007 04:15 AM 

Replies: 49
Views: 6905


... they should be using ASE models and simply exporting out to that format and then boxing the resulting models in a caulk hull. If they're using Gmax and doing nothing more complex then you've shown here then you can use the Tempest plugin and compile a BSP/map file directly from that. Both ...

 Forum: Level Editing & Modeling   Topic: Q3Radiant Map Exporter by Milkshape 3D [DLPUF]

Posted: 03-11-2007 04:31 AM 

Replies: 49
Views: 6905


He mentioned something about gmax in his first post so that's most likely what he meant: 1stly I made a simple cylinder in gmax then deleted the meshes except the top one. Can't really see any benefit in this idea though. Sounds ...

 Forum: Level Editing & Modeling   Topic: Q3Radiant Map Exporter by Milkshape 3D [DLPUF]

Posted: 03-11-2007 04:17 AM 

Replies: 49
Views: 6905


He mentioned something about gmax in his first post so that's most likely what he meant:

a13n wrote:
1stly I made a simple cylinder in gmax then deleted the meshes except the top one.


Can't really see any benefit in this idea though. Sounds like 'mapping the hard way' to me.

 Forum: Level Editing & Modeling   Topic: Q3Radiant Map Exporter by Milkshape 3D [DLPUF]

Posted: 03-09-2007 10:47 PM 

Replies: 49
Views: 6905


UVW is not a problem because I don't set it up at all in gmax.
The level can be more complex.
But I've just finished the basic floor and wall part.

Because the base model in gmax is always in tune with final brushes, it is quite easy to add nonsolid details around them as a md3.

 Forum: Level Editing & Modeling   Topic: Q3Radiant Map Exporter by Milkshape 3D [DLPUF]

Posted: 03-09-2007 07:00 AM 

Replies: 49
Views: 6905


... make something up in milkshape and then dump it into quark/radiant as brushwork for a bit of tidying up, that could be really handy. never used gmax, what's that stage for?

 Forum: Level Editing & Modeling   Topic: Q3Radiant Map Exporter by Milkshape 3D [DLPUF]

Posted: 03-09-2007 03:36 AM 

Replies: 49
Views: 6905


Are you kidding? There is an apparent benefit, the time saver. Time saving?! So.... building the thing in gmax and making sure you're snapped to the grid and you're using the right sizing; exporting to MD3 and making sure you've got the texture paths right and all the fiddling ...
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