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Question for modelling new objects and use them in QRadiant?
Posted: Fri Jun 27, 2003 7:26 pm
by jimmyjbo
Is it possible to design a static model(Crate or chair) in Gmax, skin it with its .tga--> assign materials, export it and see it in game and use it in QRadiant.
I mean to do it proper without have to modify another model of the game and use the new one on top of the old one files. Thats the way that people make guns, by changing the tiki,shader,pk3 ......and instead of m1-garand they have their new weapon. I'm not interested on that.
I try many tuts every day with no success. I have manage to see my models in game using the "pushmenu animate2"~~~ but all of them with no textures. I'm sure that i confuse the material names in the tiki and .tga and i can't get it to work.
Can someone help me please????
Thanks
---------->JimmyJBo
Posted: Fri Jun 27, 2003 8:08 pm
by Yarik
Read me tutorial. /forum/viewtopic.php?t=2495
Posted: Sat Jun 28, 2003 11:25 am
by jimmyjbo
I have seen you tutorial Yarik and it helped me a lot//thx. But still my problem is the skin-material of the model.
All the models have a shader,tiki file which they target the .tga file of the material you have paint in photoshop. Thats my problem. How you put a skin on your teapot, that can actually see it in game??????
Does milkshape convert it somehow??
------->\JimmyJBo

Posted: Sat Jun 28, 2003 1:51 pm
by mohaa_rox
u have to uvw map it
Posted: Mon Jun 30, 2003 12:10 pm
by jimmyjbo
I uvw map it but is not working. I can't carry the texture from Gmax to the Milkshape 3d. Can someone please give me details on how to do that????? I'm sure i'm doing something wrong big time//lol
Thanks --------->JimmyJBo
Posted: Mon Jun 30, 2003 1:46 pm
by m0g
Im with jimbo on this one, same problem...
I've made bushes, trees etc... but cant keep the textures on them when importing it into MS3D
(damn i need to change programs here )

Posted: Tue Jul 01, 2003 6:18 pm
by jimmyjbo
Hello anyone here??
I have try so many ways of skinning a model, i know how to use materials, sub materials, uvw map, unwrap uvw and also a few different ways of assign a texture in a model, like using textporter, make the box .tga with all the parts of the model separate in it and all that.
WHAT I DON'T KNOW IS HOW TO CARRY THE TEXTURES FROM GMAX TO THE MILKSHAPE 3D AND AFTER EXPORT THE MODEL AND THE TEXTURES TO THE QRADIANT.
PLEASE SOMEONE HELP.....................
I know many around here have the answer, and i don't see the reason why nobody is giving it to me.
Thanks JimmyJBo
Posted: Tue Jul 01, 2003 8:27 pm
by m0g
jimmyjbo, i think i found out how to do it, give me an hour or so and i'll write a small tutorial, need to cook some food now, hungry

Posted: Tue Jul 01, 2003 9:03 pm
by Yarik
You can also make maps in Gmax (or prefabs), IF (and a very big IF) you know how to write a plugin in that will save the model as .MAP properties.
Posted: Wed Jul 02, 2003 5:46 am
by m0g
jimmyjbo, finally, it took me awhile, but
here you go!

Posted: Wed Jul 02, 2003 10:49 am
by jimmyjbo
m0g thank you so much.
You are da man.
I try it ,and is working fine,cool
Now is time for modelling//lol
Thanks again
------------>JimmyJBo
Posted: Wed Jul 02, 2003 4:16 pm
by Jack Ruby
I really want to get into modelling, been working on a gun, but I downloaded all the software weeks ago and now my milkshape demo has run out, anyone have a way around this ??
Posted: Fri Jul 04, 2003 11:17 am
by mohaa_rox
now i'm playing with new animations.
Posted: Fri Jul 04, 2003 4:10 pm
by jimmyjbo
mohaa_rox is there a way to scale your models to much the dimensions of moh world?? You do that by importing MoH models in Milk shape 3d?/ or what????
Thanks
----------->JimmyJBo