Greetings,
I am a Modeler for the Lang DevTeam and currently working on the map-project Pitch Black. I am an experienced modeler, but have never done anything for Enemy Territory or for a game environment.
I need some help with concepts and technical issues for Enemy Territory vehicle construction for a custom ET map. I have read docs, help files, forum posts, books and other resources but I have not been able to find the complete answers to a few problems. I have found great information to give me a general idea of what to do but most of it does not pertain to Lightwave or doesn’t have enough info for me to understand how it applies to my situation. :???:
My particular task is to create a working model of an escortable, blastable, repairable locomotive to follow a track, similar to the tank in Goldrush and Fueldump, it will ride on rails similar to the tug in Railgun.
USING THE FOLLOWING PROGRAMS:
Lightwave 7.0 (with Mike Bristol’s MD3 import/Export plug-ins -cant get md3 export to work) for model construction, object material division, animation) LWO output
Milkshape 1.6.6 (for file conversion and texture/material/imagemap/shader prep) LWO input, MD3 output
Unwrap3D 2.13 (for texture/material/imagemap/shader assignment)
Photoshop 5.5 (for imagemap creation) JPG and TGA
GTKRadiant 1.4.0 for ET. MD3 input, MAP, BSP output
WHAT I DO KNOW:
I understand the modeling, material assignment and animation process in Lightwave, Opening a LWO in Milkshape and creating a QC file for MD3 export out of Milkshape, as well as loading a misc_model MD3 into radiant and how to set the modelscale perimeter in the GTK Entity Window. It seems there are some gaps in my knowledge that are keeping this process from working properly.
Misc_models need to use triangular polygons in order to be visable in GTKRadiant.
Milkshape has a 1024 x 1024 x 1024 (512 in each direction from center) unit restriction for models.
WHAT I NEED HELP WITH:
I have no clue about the proportions in relation to Lightwave and then GTKRadient. Clearly the model must look realistic, and must fit into an existing environment already created by another Lang DevTeam member.
What is the scale of units for GTKRadiant (1 map grid unit = 1") vs. Lightwave (adjustible scale, but 1" is 78% smaller than radiant?) vs. Milkshape (arbitrary?)
When I bring the model which has negative spaces (windows, doors) and curved surfaces (curved train cab roof with overhang and area similar to wheel well) into Milkshape it seems to have issues and creates jumbled polygons that cross the open spaces. What could be the problem?
I would like to take a brush or part of the final map from GTKRadiant and import it into Lightwave for size comparison, path creation for extrusion of one piece train rails for entire map and final vehicle spline path back in GTKRadiant for scripting. Is this possible? Is there anyway to import brushes or curves from GTKRadient into Lightwave7?
Do material properties assigned in Lightwave transfer into Milkshape, Unwrap3d and GTK Radiant? Or should I just use Lightwave to designate the different materials and use Milkshape or Unwrap3d to assign specularity, reflectivity, ambiance, color, etc.?
Does the animation info for the model transfer from Lightwave into Milkshape or GTK radiant (like the pump in oasis). Or is the animation created only in Milkshape?
I could use a rough outline of the steps involved and run down on the requirements (dos and don’ts) for file type and object size restrictions, import/export perimeters into Milkshape, Unwrap3d, and then Radiant, etc. and when and in what program to do the model animation, material partitioning and image assignment, tag assignment, animation, shader files.
I think I am missing a few key steps and I don’t know where else to find the answers. Any of the modelers that worked on the official maps or other people that have experience with the same tools care to help me out?
Also, I could really use someone that I could chat with to discuss this project. Again I know how to model, but this particular project is extremely comprehensive. Having someone that has gone through the same steps and could give me a good idea how I should refine my work, would be greatly appreciated. 
Thanks in advance,
Matt
Lang DevTeam Member
www.langstas.com


