how do I import .max extentiions to radiant


(d3v14nT) #1

first off thanx to those who spend their time to answer my first question (is it possible to map in 3ds max) yet, since I cant import them to radiant it wast much of a help to me :eek2: so my new question is (as u can guess) how do I import my *.max files to radiant ?

oh and 1 more, when multiple poly’s ( brushes in radiant terms) are intersecting does this present a problem (other than textures jigging where they are one in another)? thanks in advance.


(heyhey) #2

1 - convert to .3ds file format then import directly in Radiant (misc_models) but usually pb with the textures location (remap in 3dsmax maybe)

or

2 - convert to 3ds and import in Milkshape, then export in md3 using this tutorial (for sof2 actually but it works for Wolf) then import the md3 in Radiant (misc_model)


(The Wanderer) #3

Export your file as a .ase or .md3 model and then drop it in radiant as a misc_model or misc_gamemodel.

.ase files can only be used for static models (things like buildings or terrain that won’t change during the game).
Since they’re static, when compiled they will become part of the bsp so there’s no need to include the actual .ase file with your map, plus they support texturing in max with multisub-object.

Md3s can be used for both static or dynamic models(things that change in game like tank etc). If used as dynamic(misc_gamemodel) then you have to include the md3 file with your map. Md3 files don’t support multisubobject texturing.

For both types of models you need a plugin to do the actual file exporting from max. The ase pluging comes standart with max. You can get the md3 plugin here


(Matt_Roberts) #4

Thats helped me as well thnx.