Import Cinema4D models to Quake 3

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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cenobyte321
Posts: 1
Joined: Sun Oct 02, 2011 1:32 am

Import Cinema4D models to Quake 3

Post by cenobyte321 »

Hello everyone,

I have some models made in Cinema 4D that I would like to import to Quake 3. I have Google'd this but haven't found much information. So is there any way to do this?

Also one of the models is a ball that is going to be a player model. What would be the process to define that to the model? I guess there is a process behind that goes beyond just converting the model to .md3. (I haven't modeled anything for Quake 3 before). Some models are supposed to be solid (the player can't walk through it), how do you define this also?

Thanks a lot.
deqer
Posts: 298
Joined: Mon Dec 28, 2009 6:30 pm

Re: Import Cinema4D models to Quake 3

Post by deqer »

tell us what you tried so far to find the information, so that people don't try the same thing again. for example, tell us what phrases you googled for.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Import Cinema4D models to Quake 3

Post by obsidian »

For static models, you'll have to get Cinema 4D to export to one of the following formats: .ase (preferred), .obj, .lwo or .3ds, as these are the only formats the level editor GtkRadiant can recognize and import.

For player models, it can be a lot more complicated, though if your model is just a simple sphere without animations or player controlled parts (like moving head and torso), then I believe just a simple .md3 will do.

Static models are always non-solid by default. Best way of setting up player collisions with these models is to block in chunks of brushes textured with "clip" in GtkRadiant.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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