Maya 8 & 3DSMax 9 support


(Sir. Eden) #1

Obviously a question for the devs but with Maya 8 and 3DSMax 9 just recently announced by Autodesk at siggraph is it likely that there will be support for these versions in ET:QW?


(Hakuryu) #2

I dont think its a question of if SD will support will support those, but will Maya & Max support the game. Maya has .obj export built in, and .ase with a plugin. There is no reason to think either program will not have any exporters all of a sudden.


(Sir. Eden) #3

Ah right, I have no idea about the modding on the doom 3 engine so I guess it will most likely be using .obj and .ase then? Im just to used to EA’s crappy mod support they still only support Maya 6.0.1 :frowning:


(Gabrobot) #4

The Doom 3 engine tends not to have proprietary formats, and those that it does have (such as MD5 models for dynamic models like characters) are actually text files making it easy for other people to write plugins, if the dev ones aren’t good enough. Actually, all the files except for textures and the game executables are just text files.


(nUllSkillZ) #5

There’s a post with supported model formats here in the forums.
As far as I remember it supports 4 to 5 model formats.

Found it:
et:qw, level design and stand alone server question.


(malarky) #6

Hold your horses, neither of them are out yet!


(HellToupee) #7


(kamikazee) #8

Just remember that the Doom 3 engine takes standard modeler formats eg. the Lightwave model format.
No conversion needed, ain’t that the best thing?


(Hakuryu) #9

Yes. It’s freaking marvelous :banana:

Nothing like finishing a model, saving it, and then Model->New in Doom 3 and wallah!

But having the editor as part of the game and being able to switch back and forth is even better :clap:


(kamikazee) #10

If the ingame-editor would work for Linux… I believe it doesn’t work for Doom 3.