Convert 3ds max model to a brush


(JackBauer) #1

Hi, I’m new to the ETQW SDK launcher and me and my friend are trying to make a map. I’m trying to make a custom door. I made a 3d model of the door using 3ds Max and now I’m trying to add a func door entity to it. This doesn’t work and I believe it’s because the func door entity only works with brushes. How can I make my door model move up when a player approaches the door. If you could be very descriptive it would be much appreciated. Thanks!

p.s. I can load a .obj file into the ETQW SDK launcher but the material doesn’t show up. If you know how this works could you please let me know as well. Thanks again!


(.Chris.) #2

Door entities do work with models, afaik they work with .ase .obj and .lwo formats.

To see how doors are set up load up one of the sewer map references, they are examples of a couple of types of doors there, there is a player triggered one in the gdf base reference (The base gates) and a script controlled door in the objectives reference (The big doors that open after you blow the grates).

For the material on your model make sure the material set there matches up the material name in your .mtr file, .obj models can be opened with text editor to be edited incase you wasn’t already aware of that.

More on materials can be found here: http://wiki.splashdamage.com/index.php/Materials


(murka) #3
  1. Look at the properties for the door, i’m sure you’ll find a model keyword somewhere. Just enter your model there and it should show up.

  2. Are you sure you have the relative and not absolute path of the surface defined in the .mtr file?(Or, do you even have a material?) Ex: “textures/door/mydoor”. Also, iirc you must write “__”(double underscore) instead of “/” inside max. As .obj is an ascii format, you can just open it in a text editor and see if everything is okay.

Edit: Cursed Chris is always so fast.


(brbrbr) #4

sounds kinda like creating static webpages with vi/notepad.
ie almost so easy as “time efficient” :wink:


(scud24) #5

try changing the move_delta property
the mod-wikiwill show you how

if you dont you get an orange boxthat will pop out of the door (its only halfway in to begin with) and kill you

hope this helps


(JackBauer) #6

Hi, I thought there would be a key for the func door entity but there isn’t. I load my .obj file and right click the viewport when the model is still selected. Then I click func door. It shows in my camera view that the door has “shifted” in the direction that I intended it to move. It shows an orange box when I run my game. Is there something I need to do with my model (my model consists solely of triangles). Does it have to be in a specific folder or be reloaded. Thanks again for all the help everyone!


(scud24) #7

here is what the mod-wiki says:

Configuring the door entity

Door entity setup

With the door selected, press N to show the Property Editor that allows the properties of this brush entity to be altered. Then expand the ‘Available Keys’, ‘func_door’ section at the top of the window. This reveals the properties of the door that can be edited that affect its behaviour.

The value that needs to be changed is move_delta. This defines how far and in which direction the door moves when it is triggered, and is defined as a 3D vector. For example, the 3D vector ‘16 32 128’ means ‘16 units forward, 32 units right, and 128 units up’. Since we want this door to move upwards, we want to use a value of ‘0 0 128’, which will make it move upwards 128 units when triggered.

To set this value, click on move_delta and at the bottom of the window where it says ‘Value: No default given.’, enter 0 0 128 and confirm with ENTER. If you scroll down to the bottom of entity properties window, you should now see move_delta0 0 128.

The 3D view should also show the position to which the door will move when opened.









(JackBauer) #8

If you read my last post, I’ve used the func door entity. I used the movedelta key and it does show me the original position of my model and it’s final position or “maximum distance the model will travel”. I just doesn’t SHOW door in game (or make the door move).

There is like an invisible wall I can’t walk through in the game. I believe this might be my model. It’s like an invisible door. The door has a normal texture on it and can be seen in my rendered camera view. The same texture as that used in the modwiki site and YES I did read that article and the article doesn’t explain how to load a model correctly into the program and then apply the func door entity to it. I loaded my model using both…a new model static entity and a new func static entity. Please help me determine my problem.


(scud24) #9

[QUOTE=JackBauer;253923]If you read my last post, I’ve used the func door entity. I used the movedelta key and it does show me the original position of my model and it’s final position or “maximum distance the model will travel”. I just doesn’t SHOW door in game (or make the door move).

There is like an invisible wall I can’t walk through in the game. I believe this might be my model. It’s like an invisible door. The door has a normal texture on it and can be seen in my rendered camera view. The same texture as that used in the modwiki site and YES I did read that article and the article doesn’t explain how to load a model correctly into the program and then apply the func door entity to it. I loaded my model using both…a new model static entity and a new func static entity. Please help me determine my problem.[/QUOTE]

have you textured it or is it still caulk?
if you have textured it then check if it is positioned where you think it is
if all else fails check the mod wiki


(JackBauer) #10

yeah I textured it by opening the .obj file (my door model) and changing the text after “usemtl” to textures__concrete__concrete10

Has anyone used 3ds max to make a model -> export as an .obj file -> input the model -> and make the model behave like a door when approached by a character?


(JackBauer) #11

Hey thanks everyone for all the comments. I found out that you can add keys to entities, which I didn’t know! I was looking all over for the key “model” and never though about typing it in. Thanks for being patient with me!

I still have yet to figure out why my textures aren’t loading correctly.


(.Chris.) #12

Don’t change the text in the .obj to “textures__concrete__concrete10” thats just for when asaigning materials in max when you manually edit them use the real path “textures/concrete/concrete10”

You can find out how to do pretty much anything seen in the stock maps by looking at the .world files provided.They are more keys and values you need to make a fully working door for online use.


(scud24) #13

what is the purpose of the orange box anyway?

Edit: dont know if this would work but you could try to texture your model from the media tab


(JackBauer) #14

The materials still do not work. Let me explain what I did in 3ds Max. I modeled a terrain. I put the terrain obj file in models/terrain. when I open up the obj file it reads…usemtl <material name> . What should be there if my .mtr file generated by 3ds Max is saved to say a folder on the desktop. I used for the <material name> “textures__concrete_concrete10” and it loads that texture correctly.

Also note that the material I’m using in 3ds max may be called something other than the bitmap that was loaded into the material editor of 3ds max. So the .mtl file will say. usemtl <material name> as opposed to usemtl <where the bitmap came from>. This is because (I think!) the .obj will load the material name aka the .mtl file. Then the .mtl file contains the directory of the actual bitmaps used.

I just don’t understand what I’m doing wrong.

When I load the terrain, I rightclick and add a Root in the terrain editor. Then I select an .obj file for my model. I view in the camera viewport and my model does not have the material.

Thanks again to all of they replied posts so far, I really appreciate you all helping me!


(.Chris.) #15

Upload your .obj and I’ll take a look.


(scud24) #16

where can I find the textures for objects (Stroyent, Strogg and Strogg vehicles) in the SDK all I have seen are the ones for buildings/brushes in editWORLD

what files would the object textures be in?


(.Chris.) #17

Find them in the material files then you can apply the said material to a surface in the editor using the surface inspector.

To find them quicker use a text editor that can do search in files and look for key words in the materials folders such as ‘mapobject’ and ‘vehicle’ for example