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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:
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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
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