ET Model Tool v1.4.0 *NEW*


(Pegazus) #41

Excellent website, simple to read and simple to understand.
Gongratulations on releasing a new version (claps)


(C) #42

Thanks for the complements folks…

I now made a version that can convert MAP->MD3 with any size texture: v1.4.1 beta…
I call it beta, because i will improve performance one of these days (not that it is slow)… (i’m currently busy with something else too)

I tested it on some models i made (and converted) for the readme… seems 100% now… 512x128, 64x64, 32x256 etc etc
Usage: Just use ET-textures, or… place Your own textures + .map-model in the same folder when converting to MD3.
The models (+source map) can also be downloaded… (same URL as mentioned before)

I also made a funny mix of an axis-fieldops model (MDM) with the animations of the walking female (MDS)…hilarious!


(unf4z3d) #43

does it embed(?) texture paths into the md3, or is it all done requiring skin files?

looks good :slight_smile:


(C) #44

Embedding a skin is in fact:
Copying the shadernames (path/to/shader), assigned by the .skin-file that is currently loaded, into the model.
After that, the .skin-file is no longer needed, because the info from the .skin-file is then written into the model, and permanent (when the model is saved).

If You use a custom texture in the skin, You must still supply that image with the model… of course.

This readme documentation explains it all, with plenty images, and not so much text…
These 2 sections explain it:
*Embedding skins
*Exporting MD3: From playermodel’s frames-range


(C) #45

ET Model Tool v1.4.2
I’ve added a few new options. Two of the new features are:

  • Loading ASE files (Old 3DSMax ASCII format)
  • Loading MS3D files (MilkShape)

MilkShape playermodels (with a skeleton/bones) are not yet imported…
MS3D animations are also not yet converted…
that’s for the next version…


(S14Y3R) #46

Kickass, I just saw this thread, .map/.ase to .md3? You are the MAN!

Goodbye Blender/Milkshape/3DS -r.i.p.


(IndyJones) #47

i can’t see textures on my ASE model. triangle brushes aren’t supported (yet)?


(C) #48

can’t see textures on my ASE model. triangle brushes aren’t supported (yet)?

In fact, all that is stored in an ASE are triangle-faces…

Maybe a silly question, but are the shadernames (for the surfaces) correct?

I have only very few ASE test-files, and noticed something about how they store material-information:
Some files have no materials (untextured models), but they still save a material-ID 0 for every face… hmm strange.
Furthermore, there is also another entry in an ASE-file (called *MATERIAL_REF) which is supposed to be the default material (in case faces have no material assigned)…
I noticed some files use only the latter *MATERIAL_REF, and others use only the material found in the face.
I have no way of telling which reference is the right one… i now picked the MATERIAL_REF, because most files i have for testing use only that value)…


(IndyJones) #49

well, i made a house in radiant, put hullcaulk around it, compiled with -meta then converted to ase…
shadernames are correct. everything works perfect in radiant/game, just not the model viewer (everything is white with diffrent shading).

just a suggestion - use diffrent algorith or something for alpha textures. right now they are very pixelated… i can show u how same model looks in ur tool and in milkshape if u want.


(C) #50

Do You use custom textures?
If so, they must be placed in the same folder as the model…
(that is because my tool does not check what extra shaders are loaded via Radiant’s shaderlist.txt)…

i did that^^, but i see no textures, eventhough the tool finds them… hmm,
i have a look at it… thanks for mentioning.


(IndyJones) #51

yes, i do. i’ve put it in my model folder, but still, i can’t see them in ur tool.


(C) #52

I have uploaded a newer zip of the tool… i think it is fixed now.
i tested it on some ASE (& MS3D) files, seems fine now…
(i indeed forgot something in code)


(IndyJones) #53

still, no textures…


(C) #54

My textures are working…
I even gave it a non-existing shader-path, so i know for sure the used texture is from the model-directory…

I bet it has to do with the material-assigning…
i go make another test-version, so You can try if that will work…

— edit —
test-version download removed…


(IndyJones) #55

i can’t see model at all with your test version.

with the old one here is what i get:

from left - radiant pic, your tool

even after changing
… extures\mp_carentan
azi_flag.tga
to
textures/mp_carentan/nazi_flag.tga
i can’t see texture.


(C) #56

Strange, no matter what i try to use as a texture, i always see it when my texture is in the same folder as the model.ase i load…

I cannot reproduce the same problem as You seem to have…

Sure You pressed the ENTER-key after changing the shadername?


(IndyJones) #57

yes i did. maybe i should send u my model so u can do some investigation regarding this problem?


(C) #58

Yes please, i want to see the file…
Send me a PM.
—edit
You have a PM back…
—edit
solved…


(C) #59

again, new features & improvements…
Version 1.4.2 build 1:

Some tcMod shader-features added:
Shaders that use tcMod scroll and/or tcMod rotate do now show scrolling and/or rotating textures.

Alpha-channel textures handling improved:
Displaying of transparent/translucent textures is improved, which makes it look much better now.

Editing surface-names option added:
It is now possible to change the surfacenames.
Select a surface from the list, edit the name, and press ENTER to confirm the changes…

Drag’n’Drop:
The following filetypes can also be drag’n’dropped onto the tool’s window: MS3D, ASE.

Mouse Control Type:
On-screen model rotation handling method added.
It provides another, likely for most people a more intuitive way of rotating the model on screen…

ASE loading improved:
An ASE-model that would exceed the MD3 coordinate-limits (-511 to 511) can now be scaled down so it can be saved as MD3 (without distorting the model).

Download it here: ET Model Tool v1.4.2 build 1

C…


(C) #60

Yet again some updates…
now more Quake3-based games are supported, not only Wolfenstein-ET.
That is why i call it version 1.5.0

Now You can make a list of game PAK-files, and the tool searches through all the listed files to look for textures/shaders/models…
This way people, editing/modeling for different games can do it with more comfort.

Read the updated manual on how to use non-ET game PAK-files…

I also (quickly) fixed some bug in the tcMod-texturing stuff. Now the command-post doesn’t look so psychedelic :slight_smile: and the syringe looks like a ‘real’ one again:

DOWNLOAD it here: q3-games Model Tool v1.5.0

C…