3ds max files in Radiant


(MerCuryRisIng) #1

Im making a map at this moment, but i find Radient very fiddly to do anything in and not a very good interface overall (just for me thats all)

so i decided to go and make the terrain and models in 3DS max 7, mainly because i have the program and have a Certificate 4 in 3DS moddeling :stuck_out_tongue:

my main issue is that i may be able to make the models and terrain in 3ds max, but i still have the work with them in Radiant as well

i downloaded a plugin for max which i found on these forums, that exports .max files as .md3 (cheers to who that was btw).

this is as far as everything has gone right :banghead:

once i have the .md3, which part should i get it in with in Radiant >_>

i tried misc_model - came up with a retarted little box after i imported the .md3 and i was able to do anything with it

ive tried misc_gamemodel - same box >_>

im mainly asking this as max for me is far easier than radiant, and im only up to finishing the terrain

in advance thx


(Higgins) #2

Your going to have to clip every thing you have made in max when you export to md3. It will take you twice as long to finsh the map. But it has a plus side, the map will look much better than normal et brush work maps.


(Detoeni) #3

Don’t use md3 for terrain, ase + autoclip/lightmap shader works much better. Dont tile the texture in max, textures need to be uv mapped to work in q3/et. I find that not tilling the texture in max, but doing it with the shader in game works best.


(MerCuryRisIng) #4

thx, also,
which misc_ one should i use…gamemodel or just model


(DerSaidin) #5

model I think.


(MerCuryRisIng) #6

you could have just told me that in IRC dersaidin


(No1_sonuk) #7

You also need to make sure that the model path starts at ā€œmodelsā€, and not ā€œc:ā€


(tsakali) #8

1)and also make sure that in the material editor in 3dsmax you change the name of the material to be the pathname of the image/texture you used

so for example material name: textures/mymap/mytexture
without the .jpg or .tga extension.

  1. also like it was already mentioned use a UVmap modifier to set up the texturing because if you make changes within the material editor those changes will not be saved in the md3 export file format.