Okay, I got it to work.
I’ll explain what I did so if other people have this problem this might solve it.
If you make your model in max from the start you can skip the first few steps.
I know most of this is in the LDR but I wanted to add it here so you get all the required steps in one spot.
I’m also working from the correct directories in ET, I have all my files in my \models\mapobjects\objectname\ folder (including the textures.)
Making a misc_gamemodel multiple section mesh, from bsp brushes
by: evillair
- Make a small boxmap with the walls textured with ‘caulk’.
- Add a info_player_deathmatch entity.
- Use the ‘caulk’ texture on any faces you don’t want in your model. (be advised that if you have a textured bsp face ontop of a cailked face that face will be removed.)
- Compile your map.
- Make a .bat file.
(a .bat file is a .txt file rename to .bat)
(change the directories to fit your setup)
@rem to use this batch file, drop a .map file on it or run it from a dos window:
@rem > compile <mapname>
@set Q3MAP_PATH="D:\games oolz\GTKRadient-et\q3map2.exe"
@set ET_PATH="D:\games\Wolfenstein - Enemy Territory"
@set MAP_PATH="D:/games/Wolfenstein - Enemy Territory/etmain/maps/YOUR_BSP_OBJECT_NAME.bsp"
@set GEN_OPTIONS=-fs_basepath "D:\games\Wolfenstein - Enemy Territory" -game et
@rem
%Q3MAP_PATH% -convert %GEN_OPTIONS% -v %MAP_PATH%
- run the .bat file. (a new .ase file will be created with the name of your .bsp)
- Import your .ase into 3dsmax. (you’ll need to find a .ase import plugin)
- Weld your vetices and correctly apply the textures to your mesh. (use a Multi/Sub Object Material)
- Name you model in 3dsmax what you want the model to be.
In the material window;
10. [set number] to how many mat id’s you have.
11. Under [Name] add the name what you want for each id. (we need this to make a .skin file later, it will be used to reference the model parts)
- Export your model to MD3. (do a search for ExportMD3.zip, I forgot the url, sorry)
- Make a .skin file.
The .skin file is structured like this(I’m using my own .skin file as an example):
border,models/mapobjects/flakcannon/metal_m02_fk
fence,models/mapobjects/flakcannon/fence_02_fk
“border” is what you named the 1st model section in 3dsmax.
“fence” is what you named your 2nd model in 3dsmax (etc.)
“models/mapobjects/flakcannon/metal_m02_fk” is the texture you applied to that section. You can use a shader named this to add effects.
- In GTK Radient ET add a “misc_gamemodel”
- Select you newly made .md3.
16 add the following key / value:
skin / <Add path to your *.skin file>
- Follow someone elses tutorial to learn how to make Constructibles.
[end]
I had a hell of a time trying to figure some of this out for some reason, so I thought a little tutorial migth help somebody else and save them the trouble.
Hopefully I didn’t forget anything, if I did feal free to let me know and I’ll correct it.
Thanks.