Conversion from wc to 3dsmax4?

badmofobadmofo Join Date: 2002-01-28 Member: 121Members
<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?

Comments

  • liquidscriptliquidscript Join Date: 2002-01-24 Member: 35Members, Constellation
    hrmmm, that would be very handy

    im not sure
  • JaciusJacius Join Date: 2002-01-25 Member: 43Members
    /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-->

    -Jacius
  • CDawgCDawg Join Date: 2002-01-29 Member: 131Members
    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!
  • badmofobadmofo Join Date: 2002-01-28 Member: 121Members
    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-->
  • DoctorJuiceDoctorJuice Join Date: 2002-02-13 Member: 212Members, Constellation
    Wait, does that mean maps can have even more detail than before, cause they are models?
  • JaciusJacius Join Date: 2002-01-25 Member: 43Members
    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.

    -Jacius
  • Stupid_PinkyStupid_Pinky Join Date: 2002-02-09 Member: 187Members
    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-->
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    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.

    --Scythe--
    the_only_scythe@yahoo.co.uk
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    You can go wc --> 3ds but not 3ds ---> wc :/
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 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-->
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    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-->
  • chalupamonkchalupamonk sky h4x0r Join Date: 2002-02-19 Member: 227Members, NS1 Playtester
    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.
  • Cliff_MellangardCliff_Mellangard Join Date: 2002-01-29 Member: 129Members
    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-->
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    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?
  • badmofobadmofo Join Date: 2002-01-28 Member: 121Members
    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.
  • DoctorJuiceDoctorJuice Join Date: 2002-02-13 Member: 212Members, Constellation
    *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?
  • liquidscriptliquidscript Join Date: 2002-01-24 Member: 35Members, Constellation
    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?

    This would be very cool.
  • DoctorJuiceDoctorJuice Join Date: 2002-02-13 Member: 212Members, Constellation
    Yeah, I know, it would definitley add a nice futuristic touch to the levels.
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    I found the same thing a while ago, ive uploaded the file for you all <a href="http://www.box7.co.uk/ns/wickwin.zip" target="_blank">here</a>.
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