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3D Studio Max To .Map?

Posted: Tue Jan 27, 2009 12:16 am
by Bacon
Ive searched high and low for some sort of tool and the only one I find doesen't work or mabye i'm just too dumb to use it. I have stuff I ripped from perfect dark in 3dstudio max and was wondering if there is a way to import it into quake as a .map instead of a model.

[lvlshot]http://img99.imageshack.us/img99/9411/lolskedarwk7.png[/lvlshot]

That took literally ~30 seconds to rip that from the game, the texturing is done automatically which is a bonus and basically I could pump out a map every few hours doing this... but Im starting to think a tool like this does not exist for 3dsmax 9? I dont know. Any help is appreciated as always.

Re: 3D Studio Max To .Map?

Posted: Tue Jan 27, 2009 12:25 am
by Hipshot
Why can't you just use a model? If you're doing all in max anyway? Just tweak it there... and then use caulk and clipbrushes in radiant. I woulden't do a whole map in max though, I'm doing parts of my new map in max, since it can do stuff there that can't be done in Radiant.

And btw, "a map every few hours doing this" - what kind of overall quality are you expecting from this? =)

Re: 3D Studio Max To .Map?

Posted: Tue Jan 27, 2009 12:44 am
by Bacon
I know by what i've seen you make you wouldn't understand, because its not as "pretty" but Perfect Dark has a lot of maps me and a few friends would die to play in quake. The raw format I rip these from are in VRML 2.0 .wrl format, if theres any other 3d programs that can work with this that would be helpful too.

Edit: The option you have provided me with sounds good but I cant figure out how to export the textures WITH the 3ds/ase file, when I load it into GTK it just has all of the texture names with "shader image missing", Im not here so you can be my personal tutor on 3ds but is there a way to export the model WITH the textures on it? :question:

Re: 3D Studio Max To .Map?

Posted: Tue Jan 27, 2009 12:47 am
by fKd
sounds like copyright infringement..

Re: 3D Studio Max To .Map?

Posted: Tue Jan 27, 2009 12:56 am
by Hipshot
The material must be named as when you texture in radiant.

Like -> textures/mytexture/concrete

Then ofc the texture must be at that location.

Re: 3D Studio Max To .Map?

Posted: Tue Jan 27, 2009 1:58 am
by obsidian
fKd wrote:sounds like copyright infringement..
As long as it's for personal use and he's not distributing it to other people, it's fine.

Bacon, see thread here (scroll down to pretty pictures):
http://www.quake3world.com/ubb/Archives ... 26044.html?

Re: 3D Studio Max To .Map?

Posted: Tue Jan 27, 2009 2:55 am
by Bacon
I seriously think im just too stupid for this, I still dont understand where to put the textures, I load my model into GTK just FINE. It just says textures are missing but I have them in the same place as the model, isnt there a way to bake the textures right onto the model? Do I need a .shader for it? Wish i was as knowledgable as you guys at this because its driving me INSANE.

Re: 3D Studio Max To .Map?

Posted: Tue Jan 27, 2009 3:27 am
by obsidian
Export it to ASE, then open up the ASE file in notepad. You should see several references to the texture, there will be 3 in total for each material listing. Change those to point to the actual texture/shader you are using. Make sure the forward and back slashes are used in the appropriate places. "tga" is always written even if the image is a jpeg.

It should look something like this:

Code: Select all

*MATERIAL 0 {
	*MATERIAL_NAME "models/bacon/texture1"
	*MATERIAL_CLASS "Standard"
	*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
	*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
	*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
	*MATERIAL_SHINE 0.1000
	*MATERIAL_SHINESTRENGTH 0.0000
	*MATERIAL_TRANSPARENCY 0.0000
	*MATERIAL_WIRESIZE 1.0000
	*MATERIAL_SHADING Blinn
	*MATERIAL_XP_FALLOFF 0.0000
	*MATERIAL_SELFILLUM 0.0000
	*MATERIAL_FALLOFF In
	*MATERIAL_XP_TYPE Filter
	*MAP_DIFFUSE {
		*MAP_NAME "models/bacon/texture1"
		*MAP_CLASS "Bitmap"
		*MAP_SUBNO 1
		*MAP_AMOUNT 1.0000
		*BITMAP "D:\GameDev\Quake3\baseq3\models\bacon\texture1.tga"
		*MAP_TYPE Screen
		*UVW_U_OFFSET 0.0000
		*UVW_V_OFFSET 0.0000
		*UVW_U_TILING 1.0000
		*UVW_V_TILING 1.0000
		*UVW_ANGLE 0.0000
		*UVW_BLUR 1.0000
		*UVW_BLUR_OFFSET 0.0000
		*UVW_NOUSE_AMT 1.0000
		*UVW_NOISE_SIZE 1.0000
		*UVW_NOISE_LEVEL 1
		*UVW_NOISE_PHASE 0.0000
		*BITMAP_FILTER Pyramidal
	}
}

Re: 3D Studio Max To .Map?

Posted: Tue Jan 27, 2009 3:47 am
by Bacon
[lvlshot]http://img230.imageshack.us/img230/7143/shot0025bl2.jpg[/lvlshot]

Thanks I guess they are on there now but... it looks like that :shrug:

Do I need to do something in 3ds max with it before I export?

It's not supposed to be like that btw if you havn't played it before

Edit: if you were wondering, the emulator saves the textures as .bmp and .bmp didnt load so I converted them all to jpeg

Re: 3D Studio Max To .Map?

Posted: Tue Jan 27, 2009 7:19 am
by g0th-
Can't you just tell q3 to convert you models to brushes during compile time? maybe there's some downsides with that though.

as for the image it doesn't looks like you have any uv map on the model.

Re: 3D Studio Max To .Map?

Posted: Tue Jan 27, 2009 7:23 am
by Hipshot
If it's UV-mapped correctly max, it should not be lost during the export to a usable format, if all settings are set as they should.
- But yes, it looks strange.

Re: 3D Studio Max To .Map?

Posted: Tue Jan 27, 2009 7:06 pm
by Bacon
That's what I was saying earlier. I just read a tutorial for Unreal Tournament 2004 and before you export it you're supposed to attach the textures with "Attach List" or something, but I'm not sure how to do that.

Re: 3D Studio Max To .Map?

Posted: Wed Jan 28, 2009 12:03 am
by Bacon
Well, thanks for your help and patience everyone but I found a program called belnder that DIRECTLY converts the VRML files into quake 3's .map format ready for GTK.. all of that work for nothing :mad:

Re: 3D Studio Max To .Map?

Posted: Fri Jan 30, 2009 5:47 am
by Bacon
I didn't want to start a new topic but I have one last question. My maps are almost done, they actually just need to be "pieced" together now. Is there any way of snapping brushes to another brush? I have to turn grid snap off and zoom into the maximum to line up each section, and even then after im done all of my brushes become concave and I cant merge anything (brushes)

Re: 3D Studio Max To .Map?

Posted: Fri Jan 30, 2009 7:04 am
by Silicone_Milk
snap them to grid in Blender before you export and save the map in a ton of different pieces. Then make those pieces .ase models or w/e and import them into GTKRadiant. Kat does this I believe and it works great.

Read more at http://www.katsbits.com

Re: 3D Studio Max To .Map?

Posted: Fri Jan 30, 2009 4:02 pm
by obsidian
Snap grid points in Radiant or Blender?

Radiant, select the edge/vertex of the brush and hit CTRL + G.

I don't use Blender, but in 3dsMAX at least, you could change the vertex precision. By default it's accurate to something like 3 decimal places or something, you can change this to whole numbers and vertexes should be rounded off to the nearest grid point.

Re: 3D Studio Max To .Map?

Posted: Fri Jan 30, 2009 7:18 pm
by Kat
Obsidian, yes, in Blender when you're working you set the grip up before you do anything, that way anything you do do is locked to the same grid settings that Radiant uses which means models will just drop into place and work the way you expect them to (this is in relation to modelling maps rather that map objects).

Re: 3D Studio Max To .Map?

Posted: Fri Jan 30, 2009 8:34 pm
by Silicone_Milk
Didn't realize you still posted around here Kat. Good to see you :)

Re: 3D Studio Max To .Map?

Posted: Fri Jan 30, 2009 11:45 pm
by Bacon
Yet again, thank you for the quick help, I made sure snap to grid was on before i exported and set the grid to grid1 and its perfect everything snaps to everything nicely

thanks!!