ET Model Tool v1.4.0 *NEW*


(C) #1

This is the 1.2.0 version of the ‘ET Model Tool’
(–edit-- latest version is 1.6.2 and now named ‘Q3 Model Tool’)
It is a tool for playermodel-makers and mappers…

The most powerful features:

  • Calculation of LOD for playermodels (Level Of Detail):
    The user can manually adjust the LOD-Minimum per surface, and see the model-detail change on screen.
    Every ET playermodel needs a so called (pre-calculated) collapsemap for the game to be able to render the model correctly. If a playermodel does not contain this LOD-data, triangles will go invisible. This tool can calculate the needed LOD-data…
    Be aware that LOD works automaticly in-game… Depending on the distance from the viewer, the game will render the playermodel on a different level of detail. If You look at a low detail model up close, it may look ‘ugly’… In-game players only see low detailed models when they are far away…
    (Credits go to Stan Melax for his polygon-reduction routine. I only converted it to Delphi and added a few extra lines of code to it so it works better with non-closed/open models)…

  • Convert .MAP brushwork to a .MD3 model:
    Mappers can make a model in Radiant from just brushwork, and use this tool to convert it to an MD3 model.
    The final model can then be used in Radiant as a misc_gamemodel or misc_model.
    The tool will check if the .map-file does not exceed the limits for MD3-files (max surfaces/verticles/faces), so not just any .map-file can be loaded and converted to an MD3-model…
    Any ‘common’-shader will not produce triangles, so using caulk is recommended…
    This option may be fun even for unexperienced model-makers…

  • Export frames from playermodels to animated MD3:
    Save a selected range of frames to an animated MD3. Tags are also exported, so the mapper is able to attach other models to the final MD3.

  • Combine frames from MD3-files into 1 final MD3:
    With this option the user can create animated MD3 models from a combination of frames from other MD3 models.

Loading MDS, and save it as an MDM/MDX combo:

Load a playermodel:

Calculate LOD and see how the detail changes:

Creating a model in Radiant as a normal .MAP file:

Convert the .MAP to a model:

Load the MD3 back into Radiant:

Special thanks go out to eCo|ischbinz for his cooperation. Especially the work we did together on finding out how the LOD works…
Also for delivering me with models i used for testing…

DOWNLOAD: http://www.et-only.com/downloads/tools/readme

Have fun,
C


(Flippy) #2

Looks great, especially the map-to-md3 feature (since I don’t know very much about models, the rest is too advanced for me… :tongue:)

So you got your texture-origin issue figured out then?


(ischbinz) #3

*gg c - you did the work i just had few little ideas- so the honor is yours - m8!
its a really nice tool you did -
you can display md3+mdm with thir animations and shaders really nice!
without your support and the the LOD funktion of your tool i was not able to make 1 working playermodel :slight_smile:

the animation function of the tool is nice too!

nice nice!


(shagileo) #4

Yet another nice and handy tool !
Great job


(aaa3) #5

[QUOTE=C;188109]…

  • Convert .MAP brushwork to a .MD3 model:
    Mappers can make a model in Radiant from just brushwork, and use this tool to convert it to an MD3 model.
    Any ‘common’-shader will not produce triangles, so using caulk is recommended…
    This option may be fun even for unexperienced model-makers…

…[/QUOTE]

holy… this is AWSUM!!1!ONE! really, my dream tool, stuff-from-brushes to real-model!

on the contrary, if i see it right on the screen shots, serial opening might still be cumbersome without some ctrl-o like stuff and with having different open menu-points for all file types ;(

[edit: ah shiiite, ive just noticed „load from file” while using ^-^] [edit2: another dragndroplike(both easyopening feature) idea - i 've set some file types in w1ndows to etmtool, it 'd be also nice to let it open 'em when using enter on those files in totalcmd if we associated it with the file types]

personal; i dont know how much time is into this project but with all the stuff packed into it (even editing) it seems to me the single most useful “outside” stuff for et (only rad and q3m2 beats it but theyre “inside-stuff”; q3map2build, pakscape and q3eminimizer are not in the same class but far lesser; flippys 2 tools are great but im not using em but doing stuff by hand coz its not that hard; all the previous modeling toolz are very crude and dissatisfactory (ofc were better than nothing when we had but those…); and terrain editors, i also dont using em nor do i find them so important)


(Cambodunum) #6

awesome … no more comments needed xD


(Pande) #7

w000000000000000000000000t! I’m gonna make some kick ass things maps for Halo now! xD


(Pegazus) #8

Great, good programs keep on coming. Thanks


(nUllSkillZ) #9

Really great tool.
Very good work.


(nukits) #10

Very freaking awesome , Thanks !


(C) #11

Hi folks… thanks for the replies/suggestions/comments.

To aaa3:
I still have to do some things (like drag-n-drop, and more), i was just too busy re-inventing some wheels… It takes much time to find out how many things work exactly. And i am not the copy/paste-some-code type, because i want to learn how it’s done (and i like the math.)…
You don’t want to know howmuch time it takes aaa3 :slight_smile:
btw: the drag-n-drop will have to wait again, because i first re-enable some options… like, inserting tags into an MD3, and creating an option to insert tags in an animated MD3…
I noticed the ‘gamma’-function isn’t working anymore, because of some changes i made…
I will work on these things when i get bored, or worked too long on 1 tough thing.


(ailmanki) #12

Mappenstein!

dreams are becoming reality!
excellent tool!


(Magic) #13

Great tool C
I made a model of a powerstation , and it turned up with textures in game - upside down - but still looking good :slight_smile:
Will have to put some time in this tool.


(C) #14

hi there Magic,
You are right… i see it too now (in my 3rd testmodel)… Textures in the XZ-plane are incorrectly positioned.
i guess i was too quick in publishing it afterall… :S working on it.

Thanks for mentioning this… Mr. super-rifler :smiley:


(Pande) #15

I know this is going to mean some modification to the program, but is it possible to make it work for other games, at least the md3 file thing?

Lassev tried on Map-Craft after I posted topic about this program, and he says it got confused by non-et file directories and wouldn’t open his map.

That would be so awesome, since it would suck to have this tool confined to just one game.

Many Thanks!
Pande


(89blitz) #16

Great work


(Pande) #17

Hmm… just tested the tool. You should infact rename to Quake Engine Model tool, because all I needed to do was convince your program that JKA file directory was ET fle directory, by pointing to it when the program first prompted me to.

I dunno about bones and animations and stuff, but for .map to .md3 it works with any game, textures included.


(Tyrlop) #18

a big moment for enemy territory modding, for very long people have been waiting for mdm tool, and this is just great! its better then good! ow i love the map to md3 feature!! GJ


(C) #19

I made some quick changes, so texturing on .map->md3 conversions are better…
Unfortunately it is still not completely correct yet… but almost. It should be working 100% pretty soon now.
Also the gamma-option is functional again.

‘build 1’ now… The provided download-URL is still the same, only the file is newer.


(CptnTriscuit) #20

Great work, C!