Importing tags and *.tag files


(tubbie) #1

For my map the allies have to escort a truck carrying a v1 rocket.
The blitzbody.md3 ( the truck in gold rush) I tried to use was too short for my v1rocket model.

So I imported the blitzbody.md3 in 3dmax5 and modified it / making it a
bit longer and added some stuff to it.
The main problem is when you import a md3 model into max,
it doesn’t import the tags with it. And I really need the tags for the front
and back wheels. Is there anyway to solve this ?

I also noticed that in the models directory, some models have a *.tag-file
For example in the models/map objects/tanks _sd directory : churchill.tag…

I was wondering if there is any software to retrieve or open this tag-file ?


(eldee) #2

if memory serves, there is only one max5 importer, and it’s a very early beta (doesnt import tags or animations). so you’re pretty much screwed in that respect… :disgust:
the pop’n’fresh max plugin doesnt work past version 4.2 unfortunately…
the only solution i can give you is to download GMax and do your editing for md3’s there… but again, if memory serves, gmax wont import md3’s only export. which reminds me why i hated gmax.

so basically this post doesnt help you at all.


(tubbie) #3

I know what you mean, downloaded gmax a few days ago and found it pretty useless for a Game tool it claims to be… :smiley:

anyway I found a “tag import” file over at www.polycount.com , with some luck I’ll manage to place the tags on the right place so it matches the tags for the front & backwheels…


(flashkillaman) #4

what can you do with 3dmax?


(DeAtHmAsTeR) #5

create models to import to game


(digibob) #6

The tag files are needed only if you have a script which attaches one object to another using attachtotag, as the server needs to track the positions of the objects, but it will not load model files.

I think we may have possibly forgotten to give out any kind of exporter for that, it’s something i’ll have to get around to doing when i get back from my hols.


(hummer) #7

I am in need of this too… planned on using to to attach a trigger hurt to a boulder, and a possibly a few other models to attach things to as well.


(chavo_one) #8

Yeah, this would also be a necessity for anyone who wants to create their own escorted vehicle with a mounted gun. (like me!)


(MadJack) #9

:bump:

digibob? Anything that can be done for .ase files?


(MadMaximus) #10

welp… what you could do is try and find lithunwrap, and use it to load the md3 file, it will convert the tags back to triangles in thier original proper places and assign the proper tag names to them, and then you just export that to whatever format you want, so max,gmax or maya can import it.

it’s a roundabout way to import the file, but if you need the tags from the original, its the best way i know how to get it done. i model with milkshape, and use lithunwrap to import an md3 first, then export that to ms3d format. lithunwrap only exports a few different formats though, .3ds, .asc, .lwo, .x, .dfx, .cob, .nod and ms3d plus it’s own model format of .lum

i’ll see if i can find a link to get it, i remember posting a link for it in another post here somewhere.

EDIT: here is the link for lithunwrap,
http://www.static-lift.net/resource/LithUnwrap.zip

once you have the model and have done whatever you want with it, and have exported it back to an md3, then just use md3totag.exe to make a new .tag file for it.


(nUllSkillZ) #11

There’s a Q3 game pack for gmax called Tempest.
With this game pack it’s possible to export “.md3” (not sure if tag’s are also im- / exported).


(MadMaximus) #12

actually tubbie, ive got a few minutes to spare this morning, if you like, you can send me your model and skin and i can add tags where you want/need them and send it back as an md3 to you.


(MadJack) #13

@ MadMaximus huh… that was almost a year ago :smiley:

Sorry for the confusion, I was just bumping for djbob so he could tell us if it’s possible to add md3totag for ase though afaik, we don’t really have a way to put those tags there in the first place.


(MadMaximus) #14

lol… im lost in time i guess…
plus ive been drinking…


(No1_sonuk) #15

Seems like you’re wasting a lot of time trying to do something the hard way…


(dime1622) #16

eh, cheers to that! im outta here to do the same! :drink:


(MadJack) #17

I don’t know why you yank my chain sonuk… It’s really simple. I make a prefab or model using brushes and I want to put it in md3 or in .ase. Finally, add tags to those objects so I can use them howere I want. The fecking problem is that I can’t import an .ase model from all the 3D programs I could find though most of them can export to md3.

My goal is not to learn how to use Max or Maya or anything. I just want to make simple models that I can use in a map made with radiant.


(chavo_one) #18

My goal is not to learn how to use Max or Maya or anything. I just want to make simple models that I can use in a map made with radiant.

AKA the hard way.

EDIT: also, what you said is not really true. If you only wanted to make simple models to use in a map, you would have zero troubles with ase models.


(MadJack) #19

You’re telling me that I should learn a 3D program only to make one or two models so that I can attach a tag to it? Sounds like going across the street by digging a tunnel.

I think my way is not the hard way because we already have the tools to make ase models. All we need is some converter program that can keep texturing existing in the ase model. (NPherno’s doesn’t). It’s that simple. It’s not the hard way.


(No1_sonuk) #20

OK, but if you’re not gonna let someone do it for you, you’ll be better off learning than waiting 'til the end of time.