Hi
I’ve been doing some mapping for a while, i use linux exclusively, and i’ve been having a bit of a problem regarding models.
I did a couple of models in alias maya, linux as i mentioned before, exported to obj, and radiant sig11’s when importing the obj. So, i built wings3d, and a couple of importer/exporter plugins, managed to import the obj, everything was ok, renamed the material name (the shading group name in maya), to the shader name, and exported as .3ds. Radiant imports it correctly, but i get a missing shader. I placed the .3ds in models/mapobjects/modelname/ , as well as the (baked) texture map that the .3ds uses. I opened to .3ds in a hex editor to make sure the filename was ok, filename is ok, the shading group name is ok, and i get a missing shader. So, i created a modelname.shader in scripts/ , something like this:
textures/columnba/columnba
{
surfaceparm nosteps
surfaceparm playerclip
{
map $lightmap
rgbGen identity
}
{
map models/mapobjects/columnba/columnba.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
Still, missing shader. Any clues about this? Particularly, when radiant loads a 3d model, like a .3ds, or .obj, where is the shader name declared? In the material name? Should i create a .shader with the material name in scripts/ ? What is the normal procedure to import 3d models+textures, static, in non-md3 format, into radiant?
Anyone knows a way to get md3’s out of any format?
P.S.: i already tried the blender script (python script error), ac3d (md2, no md3), maya md3 exporter source (visual studio sources, even after some tweaking, they still don’t build), etc…, and i’m running out of options and mental sanity. Thanks in advance for any reply.
