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Author
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Topic: Exporting models (terrain and other)
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xanthos Rookie
Posts: 34 Registered: Apr 2003 |
posted 07-25-2003 12:55 PM  - Quake3World.com Forums_files/online.dll.download)
hi dudes  - Quake3World.com Forums_files/smile.gif) ive seen today this breathtaking screenshots of a q3map2 sample map: (not really breathtaking but looks pretty cool) http://www.shaderlab.com/q3map2/screenshots/unreal_what_00.jpg samplemap: http://www.shaderlab.com/q3map2/samples/slterra.zip http://www.shaderlab.com/q3map2/screenshots/ase_good.jpg samplemap: http://www.shaderlab.com/q3map2/samples/map_sl_canyon.zipnow my question: has anyone got good tutorials for gmax to make this? This things are modeled by gmax or 3ds max, and not with easygen. The difference between model and easygen is that the model is one thing, and the terrain made by easygen consists of thousands of brushes. so the modeled ones take less performance to render.
[This message has been edited by xanthos : 07-29-2003.]
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The5thHorsemen The Afflicted
Posts: 539 Registered: Jan 2003 |
posted 07-25-2003 01:34 PM
those are .ase no ?[This message has been edited by The5thHorsemen : 07-25-2003.]
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ydnar Poor anger management
Posts: 2181 Registered: Dec 2000 |
posted 07-25-2003 06:06 PM
The top one was created with EasyGen, and the bottom one with 3DS Max as an ASE.They both render with equivalent speed. Q3Map2 meshes the triangles together into large surfaces anyway. Well, the top one renders a bit slower due to all those trees...  - Quake3World.com Forums_files/smile.gif) y
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obsidian Meridanox Duodecim
Posts: 1419 Registered: Feb 2002 |
posted 07-25-2003 06:37 PM  - Quake3World.com Forums_files/online.dll(1).download)
I think that first pic was the surfacemodel test, wasn't it, ydnar?The second one was a test for ase importing and lightmapped models. Since the model and brush versions of terrain will take about the same amount of performance to render, you're probably better off with just normal brushes. It's also easier to texture since you can just use a terrain shader as opposed to UVW mapping the model. ------------------ Mapping Feng Shui Zen worldfactory - LE resources
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Kat "...mostly harmless?!"
Posts: 3219 Registered: Nov 2000 |
posted 07-25-2003 07:15 PM  - Quake3World.com Forums_files/online.dll(2).download)
xanthos: you can model that and much more in gmax, the problem is exporting it, MD3 is impractical out of the question unless you want to make more work for yourself than necessary.GMax is going to need a more practical export solution soon otherwise people will drop it as a tool and switch over to the competition. There's a lot of talk about this issue over on the gmax support forums ------------------ my business my pleasure my profession RtCW SP map they call me Mr Kat
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obsidian Meridanox Duodecim
Posts: 1419 Registered: Feb 2002 |
posted 07-25-2003 07:31 PM  - Quake3World.com Forums_files/online.dll(1).download)
I think Megaman found an ASE export plugin for Gmax not too long ago. You can probably still search and find the thread in the Modeling section.I use 3dsMAX, which has a built in ASE export that you can quite easily convert to an MD3 with Q3data and MD3fix. Or you can just use the ASE or 3DS files with Q3map2. Can you export 3DS files with Gmax?
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Kat "...mostly harmless?!"
Posts: 3219 Registered: Nov 2000 |
posted 07-25-2003 08:14 PM  - Quake3World.com Forums_files/online.dll(2).download)
technically the only format gmax natively exports to is *.pls which is the format for Plasma3D. I did grab that ase plugin Mega found but not tested it yet, other than that gmax needs gamepaks.
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xanthos Rookie
Posts: 34 Registered: Apr 2003 |
posted 07-26-2003 05:51 AM  - Quake3World.com Forums_files/online.dll.download)
and how does the thing with the textures work with models? ive created a terrain now:
 - Quake3World.com Forums_files/gmax.jpg) how can i export it? and how does the textures work? If its an .ase finally, how can i import it into radiant? Which radiant features that? I currently use q3radiant202. [This message has been edited by AEon : 09-03-2003.]
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obsidian Meridanox Duodecim
Posts: 1419 Registered: Feb 2002 |
posted 07-26-2003 06:16 AM  - Quake3World.com Forums_files/online.dll(1).download)
Texturing models: This is how I do it in 3dsMAX (it's been a while since I've used Gmax but the 2 programs should be 99% the same) 1) Open the Material Editor by pressing "M". 2) Click on the little square button on the far right of Diffuse. 3) Double click on bitmap and then navigate to the texture that you are using. 4) In the Diffuse Colour box where it says "Map #1" change this to the path of your shader (ie. models/mymodels/modelshadername) 5) Click on the "Go to Parent button" 6) Where it says "1 - Default" change this to the path of the shader as well. 7) Make sure that the "Show Map in Viewport" button is toggled on. 8) Now you will see the preview of the material in the first sample window. Drag that material onto your model in the viewport. 9) In the "Modify" tab menu, select "UVW mapping" or "Unwrap UVW" (depends on how you want to map the model). It's easier to use UVW mapping, for instance, you can planar map the texture onto the terrain. If you need more control over how it is mapped, you can used Unwrap UVW. 10) If you need any more help, you may want to consult some 3dsMAX tutorials (not necessarily Q3 related tutorials) or post something in the Modeling forum. Aside from me and a few others, most people here in LE don't do much modeling.Exporting: As mentioned above, exporting in Gmax can be a hassle. Try to find the ASE export plug-in. There is also a Gmax Tempest beta plug-in that (I believe) has an MD3 export, but it's a terrible plug-in that is more likely to crash than actually work. ASE importing: ASE importing is only available with recent versions of GtkRadiant - Q3radiant does not support ASE. You'll also need a recent version of Q3map2 in order for it to compile. http://www.qeradiant.com
http://www.shaderlab.com [This message has been edited by obsidian : 07-26-2003.]
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xanthos Rookie
Posts: 34 Registered: Apr 2003 |
posted 07-26-2003 06:51 AM  - Quake3World.com Forums_files/online.dll.download)
huh. how is it exactly with the paths? and which shaders do i need?
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xanthos Rookie
Posts: 34 Registered: Apr 2003 |
posted 07-27-2003 03:18 AM  - Quake3World.com Forums_files/online.dll.download)
????
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obsidian Meridanox Duodecim
Posts: 1419 Registered: Feb 2002 |
posted 07-27-2003 06:42 AM  - Quake3World.com Forums_files/online.dll(1).download)
The path is just the name of the shader that you are using. For example:models/mapobjects/console/under This is one of the shader names for an original Quake III mapobject. The shader file itself (models.shader)is found in the baseq3/pak0.pk3 file. You will probably have to write your own shader for your terrain.
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xanthos Rookie
Posts: 34 Registered: Apr 2003 |
posted 07-27-2003 06:49 AM  - Quake3World.com Forums_files/online.dll.download)
great. now the only thing i need to start is the ase export plugin. i cant find it.
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MegaMan44 The Afflicted
Posts: 539 Registered: Jun 2001 |
posted 07-27-2003 07:08 AM
The ase exporter works, but i didnt got it to export uvcoords. As this is an opensource prog, one could probably add it (or find out how to enable it) though.obsidian, i contacted you via icq, as i asked a friend of mine to convert models to ase with max, and those were borked - could you tell me what im/he's doing wrong? vertex and face normals get mixed in the file:
code:
*MESH_FACENORMAL 86 0.6513 -0.7167 0.2492 *MESH_VERTEXNORMAL 260 0.6513 -0.7167 0.2492 *MESH_VERTEXNORMAL 259 0.6513 -0.7167 0.2492 *MESH_VERTEXNORMAL 258 0.6513 -0.7167 0.2492
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 - Quake3World.com Forums_files/ac_link.gif)  - Quake3World.com Forums_files/HardcoreFuesse.gif)
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obsidian Meridanox Duodecim
Posts: 1419 Registered: Feb 2002 |
posted 07-27-2003 07:24 AM  - Quake3World.com Forums_files/online.dll(1).download)
xanthos, search is your friend - did a search for ase and megaman:Thread: http://www.quake3world.com/ubb/Forum6/HTML/025888.html Link: http://www.psc.edu/~burkardt/src/ivcon/ivcon.html Megaman: I'll post my findings here later.
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Kat "...mostly harmless?!"
Posts: 3219 Registered: Nov 2000 |
posted 07-27-2003 08:47 AM  - Quake3World.com Forums_files/online.dll(2).download)
Mega, how have you got the 'plugin' to work?? It opens up a DOS command box into which you type file input output paths (in a similar was to compiling a map)?? I put the .exe into the same folder as the files (means you don;t have to type long file/dir paths..!) and typed in the relavant files but as I suspected it didn't read the *.gmax input file. Are you saving the input data as a different 'readable' format from within gmax??
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MegaMan44 The Afflicted
Posts: 539 Registered: Jun 2001 |
posted 07-27-2003 09:10 AM
Uhm, rtfm j/k it doesnt read .gmax, just a few other formats. see http://www.psc.edu/~burkardt/src/ivcon/ivcon.html for details. you probably want to export to 3ds (that IS possbile with gmax, right?) and then to convert to ase. but as i said, as long as you dont figure out how to enable uvmapping, the util wont be worth much  - Quake3World.com Forums_files/disgust.gif)
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Kat "...mostly harmless?!"
Posts: 3219 Registered: Nov 2000 |
posted 07-27-2003 09:22 AM  - Quake3World.com Forums_files/online.dll(2).download)
oy ya cheeky monkeh..!yeh I mis-read what you posted about as I thought you were saying you had been exporting *.gmax files. It makes sense now though why the error happens... need to work on this a bit
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hemostick The Afflicted
Posts: 702 Registered: Feb 2001 |
posted 07-27-2003 02:34 PM  - Quake3World.com Forums_files/online.dll(3).download)
xanthos, if this is gonna be a terrain you'll actually use, you might want to check out how real mountains and stuff look like, so that it stays a little coherent and somewhat believable  - Quake3World.com Forums_files/wink.gif)
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obsidian Meridanox Duodecim
Posts: 1419 Registered: Feb 2002 |
posted 07-27-2003 07:31 PM  - Quake3World.com Forums_files/online.dll(1).download)
Hey MegaMan44,I took a look at your ASE and 3DS files that you sent me. It doesn't look like you skinned the model - at least that's what it looks like when I open the ASE and 3DS in MAX. I opened the ASE in a text editor, and I don't see any shader names in there. If you were to open up your ASE in Wordpad, you'll see a section called *MATERIAL_LIST > *MATERIAL 0 > *MATERIAL_NAME. *MATERIAL_NAME should actually point to the name of your shader, instead you have the default "Material #35". This suggests that you either didn't skin the model or it didn't properly export the materials. You might want to check through the instructions on how to skin models that I wrote for xanthos, above. When you get your friend to export the ASE in 3dsMAX, he should use the following options in the ASE Export dialog: Output Options: Mesh Definition, Materials Mesh Options: Mesh Normals, Mapping Coordinates Object Types: Geometric
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MegaMan44 The Afflicted
Posts: 539 Registered: Jun 2001 |
posted 07-28-2003 02:33 AM
obsidian: Actually that model should be skinned; I'm not 100% sure though, it might have been a mistake on my side (i already fiddled around with files a lot while trying to export to .ase..). additionally i dont know what exactly my lw 3ds exporter does, maybe it doesnt export materials? That wont be much of a problem though, as renaming the material in the ase by hand isnt much work.I sent you a new 3ds, which does have UVmapping in any case (the 3ds exporter DOES export UVs!), at least it looks UVmapped in gtk. Sadly .3ds material names seem to have a limit on # of chars, so it doesnt show up textured in radiant. Thank you for your help so far! edit: just took a second look at the ase: that material #35 is a multi/submaterial, with submaterials named after my materialnames in lw.. [This message has been edited by MegaMan44 : 07-28-2003.]
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xanthos Rookie
Posts: 34 Registered: Apr 2003 |
posted 07-28-2003 08:13 AM  - Quake3World.com Forums_files/online.dll.download)
i have now 3ds max installed, it has a .ase plugin integrated. but when i load the .ase into the radiant, nothing is here! only a small model entity, but the model itself isnt there. shader is written.
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obsidian Meridanox Duodecim
Posts: 1419 Registered: Feb 2002 |
posted 07-28-2003 10:24 AM  - Quake3World.com Forums_files/online.dll(1).download)
The model you sent me had texture co-ordinates (which was good) but it didn't have any materials attributed to the mesh itself. I'm guessing that that was caused by exporting it as a 3DS format. I tried exporting one of my models and had the same problem myself. Don't know why that is, since I rarely use the 3DS format for anything - but I guess you have to out of need. Anyway, all that I did was import your 3DS file into 3dsMAX and reassign the diffuse bitmap in the material editor and re-export as an ASE.Here is what I did in detail, so that when you're getting your friend to export the ASE, he'll know what to do to fix the problem:  - Quake3World.com Forums_files/03072806.jpg) Here's what your model looked like after importing into 3dsMAX. It retained it's texture co-ordinates but the bitmap information is missing.
 - Quake3World.com Forums_files/03072807.jpg) Opening up the Material Editor, I selected material 1, and clicked on the diffuse button to bring up the Material/Map Browser. I double clicked on Bitmap, and navigated to a texture (I used one of my own) models/obsidian/textures/metal-black.tga.
 - Quake3World.com Forums_files/03072808.jpg) I changed this field to the path/name of the texture/shader, and then clicked on the Go to Parent button to return to the top level of the heirarchy.
 - Quake3World.com Forums_files/03072809.jpg) On the top level of heirarchy I changed this field to the same as the previous step. I selected the Show Map in Viewport button, and then dragged the Material 1 preview onto the mesh.
 - Quake3World.com Forums_files/03072810.jpg) In the main 3dsMAX viewport, the model now looks textured and skinned.
 - Quake3World.com Forums_files/03072811.jpg) I then go to File > Export, and in the ASCII Export dialog, I select the above options.
I then opened up the ASE file in Wordpad and checked/edited the file paths to, just to make sure everything was correct. I checked the paths for Material Name, Map Name and Bitmap. You can download the ASE here, http://members.lycos.co.uk/quakeroats/q3wtemp/030728_solaris.pk3 Export the contents to your baseq3/models directory. Open the ASE file in Wordpad and you should be able to edit it so that it works for your texture/shader. Take a look at the ASE that I generated and your original in Wordpad. The "*Material 0" section looks quite different between the two versions. Hope this is enough to solve your problem.
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obsidian Meridanox Duodecim
Posts: 1419 Registered: Feb 2002 |
posted 07-28-2003 10:30 AM  - Quake3World.com Forums_files/online.dll(1).download)
quote:
Originally posted by xanthos: i have now 3ds max installed, it has a .ase plugin integrated. but when i load the .ase into the radiant, nothing is here! only a small model entity, but the model itself isnt there. shader is written. |
Seems to me as if one of the paths inside the ASE file is borked. You might want to download my version of MegaMan's solaris ASE (see above) and compare it to your ASE in Wordpad. You can usually fix this by just changing a few values.
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Kat "...mostly harmless?!"
Posts: 3219 Registered: Nov 2000 |
posted 07-28-2003 12:54 PM  - Quake3World.com Forums_files/online.dll(2).download)
was talking to a couple of other MAX users and they basically said not to use the 3DS format for exporting (not the words they used..!!!) as it often borks ups the materials and UVWs, a 'known' problem apparently.Something incidental but interesting. I was looking thru my system registry the other day and found out (to my supprise) that gmax is based directly on MAX 4s' core.
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MegaMan44 The Afflicted
Posts: 539 Registered: Jun 2001 |
posted 07-28-2003 03:06 PM
Woot! your ase doesnt crash q3map2, although it also has those weird normalstuff. Do sub materials crash q3map2?very detailed tutorial on that, perhaps this thread (or start a new one with it) should be saved and linked? i hope i can copy the material stuff from your ase into my ase's, so my friend doesnt have extra work
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ydnar Poor anger management
Posts: 2181 Registered: Dec 2000 |
posted 07-28-2003 03:38 PM
Submaterials are not supported.ASE gotchas: - only triangles meshes - no submaterials - material name is the *exact* shader/texture path used by Q3 - if you want to exceed the 1000 vertex limit and/or use lightmapped models, you have to create shaders for your textures with q3map_forceMeta/q3map_nonplanar/q3map_shadeangle N Great tut, btw. y [This message has been edited by ydnar : 07-28-2003.]
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obsidian Meridanox Duodecim
Posts: 1419 Registered: Feb 2002 |
posted 07-28-2003 03:46 PM  - Quake3World.com Forums_files/online.dll(1).download)
Just a thought about that model, though...You can probably use a combination of smoothing groups (limit of one per mesh) and phong shading (q3map_shadeangle N) to make that curved wall look smooth.
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xanthos Rookie
Posts: 34 Registered: Apr 2003 |
posted 07-29-2003 03:00 AM  - Quake3World.com Forums_files/online.dll.download)
Now i have created some terrain, but ist doesnt work. The complete model is black in the radiant, and when i start the map i get an error: "RE_LOADWORLDMAP: MAPS/TERRAIN.BSP NOT FOUND" would be nice if somebody could look whats wrong: http://diggity.de/terrain.zip[This message has been edited by xanthos : 07-29-2003.]
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MegaMan44 The Afflicted
Posts: 539 Registered: Jun 2001 |
posted 07-29-2003 05:08 AM
quote:
Originally posted by obsidian: You can probably use a combination of smoothing groups (limit of one per mesh) and phong shading (q3map_shadeangle N) to make that curved wall look smooth. |
yup, though finding the right shadeangle to just smooth the faces i want will require testing  - Quake3World.com Forums_files/smile.gif) thanks again!
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obsidian Meridanox Duodecim
Posts: 1419 Registered: Feb 2002 |
posted 07-29-2003 06:52 AM  - Quake3World.com Forums_files/online.dll(1).download)
That's where smoothing groups come in. In 3dsMAX/Gmax, you can set smoothing groups on meshes. Normally in MAX, you have 32 smoothing groups to choose from but Quake only supports one. In other words, it's a toggle - smoothing on or smoothing off - and only supports one smoothing group per mesh. This means that you can break apart your mesh into separate sections (attempt this only after backing up your model... just in case you screw up) that you want to be smoothed together. For example, you can select the faces of that curved wall, detach them and then assign them a smoothing group. Then select faces of that curved support, detach and then assign those a smoothing group. You will end up with smoothing between faces on the same mesh but sharp corners between two different meshes.
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xanthos Rookie
Posts: 34 Registered: Apr 2003 |
posted 07-29-2003 07:17 AM  - Quake3World.com Forums_files/online.dll.download)
could anyone look whats wrong here: http://diggity.de/terrain.zip
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MegaMan44 The Afflicted
Posts: 539 Registered: Jun 2001 |
posted 07-29-2003 08:41 AM
Cool. now i have to figure out how i do that in LW..  - Quake3World.com Forums_files/smile.gif) Thanks for the advice though
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obsidian Meridanox Duodecim
Posts: 1419 Registered: Feb 2002 |
posted 07-29-2003 09:14 AM  - Quake3World.com Forums_files/online.dll(1).download)
xanthos: Patience, young grasshopper... I'm a busy guy and I can't give you answers immediately.I took a look at your files, it doesn't look like you have any mapping co-ordinates on your model. That's why it shows up being dark grey. In MAX, you need to apply a UVW mapping modifier to the model in order for it to display the texture correctly (planar mapped should do the trick). Your model should appear correctly textured in MAX's viewport after selecting the "Show Map in Viewport" button in the Material Editor. Then export using the steps described above. You should probably move your texture over to the same folder as your ASE model and rename the JPG to the same as your ASE (eg. terrain.jpg). Makes things simpler and the texture will actually show up in Radiant. Then re-edit the shader and ASE to match the new file paths. Edit: BTW xanthos, would you mind resizing those screenshots at the top of the page, their borking my browser and takes forever to load on a 56K. Thanks. [This message has been edited by obsidian : 07-29-2003.]
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xanthos Rookie
Posts: 34 Registered: Apr 2003 |
posted 07-29-2003 09:21 AM  - Quake3World.com Forums_files/online.dll.download)
thx obsidian  - Quake3World.com Forums_files/smile.gif) i`ll try it.
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