Does anybody know what the maximum model size you can insert into a map? i’m trying to insert a large ship that i’ve exported to milkshape then from there to md3… but radiant seems to squash and malform it…, If i scale the ship down it will go in… but radiant wont scale it back up to the correct size… Anybody any ideas ?
Maximum Model Size?
There is a key when you hit ‘n’… I believe its
key:scale
value: 1
And put in 2 to make it twice it’s original size, you get the idea.
to scale models use “modelscale” not “scale”.
or use “modelscale_vec” to scale each axis independently.
Well, I’m sure there is a maximum size for md3’s, I remember having
problems when trying to create a md3 terrain, I ended up making the
model tiny (about 1% of the actual size I wanted) then scaling by
100 in radiant.
If you can, you should use the .ase or .3ds format for large models.
.ase is preferred, for 2 reasons:
- you can have nice long texture paths.
- you can edit an .ase with a text editor (to change shader paths ect)
Hewster
Many thanks all… Will try those later…
P.S. Does anybody know of any good (preferably free) skinning software for 3ds files… ? I dont use 3ds Max just export to that format without textures… I find Milkshape a little tricky…
Actually, it isn’t <u>that</u> bad. Heres a tute. http://www.machinima.com/displayarticle2.php?article=306
The actual limit is that no point on an .md3 model cannot be more than 512 units from the model’s origin on any axis, any points beyond that do get kind of folded back in. So essentially, in Max/Milkshap/LW/whatever an md3 model must be contained by a 1024 unit cube centred on 0 0 0.
But as has been suggested you can scale the model down in your modelling prog, export to .md3 and then scale it up again in editor if the model needs to move around, or use a full-sized .ase/.3ds/.obj if your model is going to be static.
