just wanna know this:
if i make a model in milkshape and save it as ase, obj, or md3 could i import this into a map?
and would i need to put this in the map folder or do it auto compile into the map??
just wanna know this:
if i make a model in milkshape and save it as ase, obj, or md3 could i import this into a map?
and would i need to put this in the map folder or do it auto compile into the map??
ive never used ase and obj … a model has to be in the folder
(cant remember models- or multiplayer-folder would be better then map-folder)
… so i hope this wasnt totally crap what ive told ya xD
greetz Cambo
[QUOTE=thunderpwn;186205]
and would i need to put this in the map folder or do it auto compile into the map??[/QUOTE]
actually there are 2 ways to implement your model in a map:
the first way is via misc_gamemodel. doing so you will have to put your model in your pk3 file when you release. at every mapstart the information will be get from there (folder).
the second way is with misc_model. doing this way your modelinformation will get compiled into your bsp-file. so your modelinformation will be loaded from there. you wont have to put your model then in any folder. but im not sure if its really the bsp-file where your modelinformation will be then 
im not advanced with that. i once made i model (a cube
) with blender and then exported it with into md3 and it worked.
You can export it as an ase or a md3 (not sure about obj). I recommend md3, export it straight to the location, because it’s baked (you can recompile it with nph3rno’s tho). Location is models/mapobjects/yourmaporname/… I recommend using mapobjects to keep things looking cleaner.
Then if you succeeded at exporting, you’ll see the model in radiant, when you add it as a misc_model or misc_gamemodel. Gamemodel is for dynamic models and the md3 file has to be in your pk3. Misc_model is for static models and the ase/md3 get “baked into the map”, which means you don’t need to include the ase/md3.
Getting all exporting etc. right might take some time first, but after you learn them, it will be a routine. Some exported models require recompiling, if the exporter is not too good (like my exporters in blender doesn’t do justice for the paths). Recompiling is easy and quick for fixing paths (use Nph3rno’s md3 compiler if you need one).
Edit 2 ppl had time to post while I was typing
Yep. They add into your bsp size, just like any brushes. Misc_models are turned into “regular brush faces” when you compile your map.