Great work! 
I love this tool. I love! I love! I love!
There is a newer version of the ET Model Tool…
Please see the ‘Tools & Things’ sticky for some details, and the download-URLs…
http://www.splashdamage.com/forums/showpost.php?p=189113&postcount=21
I also added a demo-map + source, containing some converted models.
C…
any chance of introducing a .md3 to .map in the future? If you can do it one way my primitive non-programmer brain sees it as possibly possible to reverse engineer it?
md3->map?.. probably yes, but first i want to complete the map->md3 conversion so it can process any shaped brush, like maybe a sphere or prism, or a clipped brush.
(This is needed before i could start on a map->md3 conversion anyway)
…and i want it to be able to use any sized textures too. At this moment people are restricted to use textures with dimensions 256x256 only…
…and i want it to be able to use any sized textures too. At this moment people are restricted to use textures with dimensions 256x256 only…
orly? is that because of distortion other wise?
anyway, ya perfect the original before you reverse engineer xD
is that because of distortion other wise?
No, the true reason is: i am calculating and converting the map-planes to faces and texture-coordinates BEFORE i search for shaders and textures…
…and at that time i do not know the dimensions of any texture that will be used on faces… so i use constant values for texture-widths/heights now.
And, by the time i found out what textures go on each face, the calculated plane-data is already dumped…
So… i have to find the texturefiles (and their dimensions) before i calculate the faces…
It’s just that my shader/texture-search routine needs a model with textures… it’s like the chicken and the egg now… i have to make a more versatile search-routine first.
The reason why only ‘normal’ brushes can be used, is because i have to break every brush down into (only) triangles first…which i haven’t done yet. My routine expects only quads for now.
so…now You know 
the tool is probably great…but i don’t understand a shit about it…will there be a handbook with it:D ??
@C
I get spikes when I open a .map file in your program.
Are you working on that now?
Did You use clipped brushes (with the clipper tool)?..
or any other non-standard brushes?.. (like sphere,prism or something else non-stanndard)
The tool only accepts normal brushes for now,… and textures that are 256x256…
If You did, then “yes… i’m working on that”
[QUOTE=C;189175]Did You use clipped brushes (with the clipper tool)?..
or any other non-standard brushes?.. (like sphere,prism or something else non-stanndard)
The tool only accepts normal brushes for now,… and textures that are 256x256…
If You did, then “yes… i’m working on that”[/QUOTE]
ok thnx. I use the clip tool at first and then the vertex-edit tool (v).
You can use the vertex-edit tool as much as You like for shaping brushes…
I now made a quick change to the tool… It does now support brushes that have faces with 4 or 3 vertices…
So from now on it is possible to use triangle shaped faces too…
Like on this image with the knight i am building (and is not done yet):

All these models convert well, and even with only quad-shaped brushes You can make many shapes…
(it is still not possible to use faces with more than 4 vertices though…)
btw, a tip: When making models for conversion, it is best to make them really big. When they are ready, scale them down to the size You want, and then use the smaller model for conversion…
This way You have less problems with drifting vertices when arbitrary scaling vertices…(less chance the points will get “loose” and create gaps or cracks)
The download URL is the same as previously posted.
now thats what i call brushwork 
[off]btw, quadding is so damn hard imo its near impossible and absolutely dont worth it (except for terrain where would look nice if i could do it - any tute suggestion any1 in this matter?)
Who makes polygons with more than 4 verts. Blender can only fill in a face with 4 verts or less, no more.
<---- all the time
one side of the blade of a sword being the best example.
about quad… great for any bunker walls, concrete supports, etc
i was talking about 2 things, 1-quadding is imo both damn hard and result is worse in regular brushwork and/or models, i always use 3poin clipping to make triangle faces coz then i can get great freedom in moving vertices (note: i use 1.5!!!); 2-any1 knows a terrain quadding tutorial?

and absolutely dont getting whats with blades swords WUT? 
The ET Model Tool version 1.4.0 is out…
I made a webpage with documentation, step-by-step and lots of images…
You can also download the latest version of the tool from this website:
http://www.et-only.com/downloads/tools/readme
Some new features:
The examples used in the documentation can also be downloaded (complete with source-files).
Worth mentioning: There was a bug with normals, causing incorrect lighting/shadowing effects… This is now corrected…