<div class="IPBDescription">Is it possible?</div>is it possible to convert .rmf or .map files from WC into something that 3DsMax would understand? Is there some program out there?
/me imagines a giant model of the entire map that people could run around in... it would certainly save you some polys <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
I was thinking about this earlier went and looked around and lo and behold this feature is built into worldcraft. Just open up your map go File-> Export to .dxf . Then open up 3dsmax File-> Import change file type to "autocad .dxf" and browse to the file location VIOLA!
THANK YOU SO MUCH!!!!!!! Cliff - i just sent you the file in your e-mail - it's a model now...if there are any errors just go ahead and clean them up for me...i popped it into my versio of max and as of now its 1004 faces...but im sure with some backface culling it could be cut down to even less...anyways...cliff: start skinning <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I think he probably converted a dropship made from polygons in WC into a model -- this way he can use the polys on the rest of the map to make it look better.
My comment about an entire map converted to a model was only a joke. Although there's nothing stopping you from using models for parts of your map. I read some very interesting articles on making windows out of models -- you can have a lot more detail, and it can save you some polys.
Yes, thats the point. dod_schwetz (spelling? ) for example, uses lots of models. If these were brush prefabs, the map would have a LOT less detail than it does. At first I thought it was kind of cheating, but then I thought of the use, and it is a very thoughtful way of thinking. From now on, all small, detailed things shall be models! Join the revolution! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
What is stopping you from making your entire map a model? Apart from hollow hulls. Maby it would be possible to make some sort of app that generated a clip hull for all solid bits of the model. Im no modeler or a coder so I dont know if this is possible. Probably impossible with the HL engine only allowing 4 hull sizes. Would take some serious coding.
KassingerShades of greyJoin Date: 2002-02-20Member: 229Members, Constellation
Hmm, I been thinking, that dropship model of yours would be neat to use in several maps, wouldn't it? TSA wouldn't use 15 different types of dropships for every mission, would they? Actually the NS team should have made a really good dropship model every mapper could use. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
I belive that as soon as i can get going to finish it so will not badmofo or i have anythin against other ns maps using the same model as long as we get the proper credits. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Its only that iam used to model and skin in truespace that is nothing like max so hopefully will it not take to long for me to get in to the interface as the program i use milkshape have the same editing interface as max. As i have mostly bin modelling and skinning for images and not so much ingame models. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Keep in mind that these are .dxfs, which are actually AutoCAD files. Building a map in AutoCAD actually might be easier, at least for the basic layout. But then when it comes time to go 3d, acccck.
Anyway, my point is that if 3ds can open .dxf's, I'm sure that Truespace can, too. My sky prog, Bryce, can open .dxf's.
Actually so did i load the dxf in to truespace as i already know that tp supports it as almost any 3d prg. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Its was the problem to convert to dxf from an rmf or map file badmofo wanted to know sorry. and i then converted it to 3ds format as milkshape screwes up almost all modells in the dxf format. Iam currently working on cutting down the pollys on the model and creating the skinning groups. I have already cutted down the pollys from 1004 to about 951 and i have only started. But thanks for the tip anyway even if it wasent wath we wondered about. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Truespace rocks!!! Thats the only 3d program i know how to use, but i only have truespace 1 so im pretty sure it doesn't work importing or exporting models. How do you do it, do you have truespace 4 or something?
as for the question about using my dropship....its NOT a dropship...and it's not owned by TSC (or whatever)...it's a freighter (or transport) for the Sync Colony Project (hence ns_sync)...so it's not military in anyway.
*Disclaimer: I know NOTHING about mapping* I brought this up on the UP forum a while back, but I'll bring it up again because of this new "revelation" about 3DStudio: Using the "shiny" textures from, say, Counter-Strike (The goggles on the SAS model, for example), could you not put this texture on a model of a window or piece of metal, and then place this in the map, maybe in the marine area to give a very sterile, militaristic feel?
OOOH, you mean set the windows and such surfaces that would be reflective to have the 'chrome' effect, where the texture is mapped onto the surfaces with relation to the screen?
Comments
im not sure
-Jacius
My comment about an entire map converted to a model was only a joke. Although there's nothing stopping you from using models for parts of your map. I read some very interesting articles on making windows out of models -- you can have a lot more detail, and it can save you some polys.
-Jacius
dod_schwetz (spelling? ) for example, uses lots of models. If these were brush prefabs, the map would have a LOT less detail than it does.
At first I thought it was kind of cheating, but then I thought of the use, and it is a very thoughtful way of thinking. From now on, all small, detailed things shall be models! Join the revolution! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
--Scythe--
the_only_scythe@yahoo.co.uk
Its only that iam used to model and skin in truespace that is nothing like max so hopefully will it not take to long for me to get in to the interface as the program i use milkshape have the same editing interface as max.
As i have mostly bin modelling and skinning for images and not so much ingame models. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Anyway, my point is that if 3ds can open .dxf's, I'm sure that Truespace can, too. My sky prog, Bryce, can open .dxf's.
Its was the problem to convert to dxf from an rmf or map file badmofo wanted to know sorry.
and i then converted it to 3ds format as milkshape screwes up almost all modells in the dxf format.
Iam currently working on cutting down the pollys on the model and creating the skinning groups.
I have already cutted down the pollys from 1004 to about 951 and i have only started.
But thanks for the tip anyway even if it wasent wath we wondered about. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I brought this up on the UP forum a while back, but I'll bring it up again because of this new "revelation" about 3DStudio:
Using the "shiny" textures from, say, Counter-Strike (The goggles on the SAS model, for example), could you not put this texture on a model of a window or piece of metal, and then place this in the map, maybe in the marine area to give a very sterile, militaristic feel?
This would be very cool.