is there any plugin that will let me export 3d model to a .map format? can’t find anything on google.
3d studio model - how to export to .map?
yeah, tried it few minutes later - the final file is completly useless 
the model is very complicated…
probably best to export your model as an obj/ase (or whatever format is compatable) then place in in your map and build up some structural brushwork around it. Not sure about the quality of result from these .map exporters
im doing a workaround now, exported as ase, made spawnflags 2 and decompiling… the result isn’t the best unfournatetly.
[QUOTE=IndyJones;188434]yeah, tried it few minutes later - the final file is completly useless 
[/QUOTE]
How come useless, it opens up fine if you export it as .map file in Blender. Only that you have to do a bit retouch on the model.
You should be able to do that.
But why do you want it to be a .map file?
i’ve got way too many spikes, and the scale is off (but that’s not the biggest problem)…
Well you can still adjust the scale in Blender when exporting.
What is the biggest problem then? If i might ask.
i set the scale. the problem is with spikes - the model is a series of buildings, and to make it usefull on map, i need to make it as brushwork.
But when you export the model as a .map file then you have a rough base to make your own brushwork over it. Would not take long time, ofc it depends on the difficulty of the architectural.
By spikes you do mean the misaligned brushwork that you get when you exported that model as a .map file?
Ya, the blender .map exporter is bloody useless. xD Perhaps C might think of reverse side of the model tool… md3 ro map? 
lol, i thought that you had this. The model you have is probably not yours. Those houses must be extremely high poly, to make such big spikes, because low poly would not do this.
Even my highest tank model cant provide so many spikes.
But ok, you would be better off, if you just do it like this. Load up the model in GTK (If needed convert to .md3) and then make the brushwork based on those houses. Would be the best proper way for this, plus saves time fighting to get this fixed. 
it’s not mine. the model is quite flat, can’t say it’s very detailed… anyway, i’ll try few more things to get it working. i know i will have to put new brushes over that, but in radiant i could hide unwanted faces, unlike in model.
try game level builder free for 3ds max or gmax, it can export map file http://www.maple3d.com/MainFrameGLB3Page.htm
Sicne brushes are different than the faces in Blender and other 3D modelign programs it is hard to export properly. There are tricks to make the model in Blender work perfectly in line with the export but I gotta fidn the tutorials. It may not be of much use to you.
you can use the one in milkshape…but you need to take it into some kind of text editor and change the common/ default to common/caulk and do NOT mark the boxes in the export window…then your model will f… up
or you can contact me on x-fire and i will try to help ya 

