The 'ET Model Tool' got a new name: 'Q3 Model Tool'. It supports all Q3-Engine based games. It's a tool for playermodel-makers, mappers and modders.
This is the 1.6.0 version of the 'ET Model Tool'
(--edit-- latest version is 1.6.2 and now named 'Q3 Model Tool')
It is a tool for playermodel-makers and mappers..
The most powerful features:
* Calculation of LOD for playermodels (Level Of Detail):
The user can manually adjust the LOD-Minimum per surface, and see the model-detail change on screen.
Every ET playermodel needs a so called (pre-calculated) collapsemap for the game to be able to render the model correctly. If a playermodel does not contain this LOD-data, triangles will go invisible. This tool can calculate the needed LOD-data..
Be aware that LOD works automaticly in-game.. Depending on the distance from the viewer, the game will render the playermodel on a different level of detail. If You look at a low detail model up close, it may look 'ugly'.. In-game players only see low detailed models when they are far away..
(Credits go to Stan Melax for his polygon-reduction routine. I only converted it to Delphi and added a few extra lines of code to it so it works better with non-closed/open models)..
* Convert .MAP brushwork to a .MD3 model:
Mappers can make a model in Radiant from just brushwork, and use this tool to convert it to an MD3 model.
The final model can then be used in Radiant as a misc_gamemodel or misc_model.
The tool will check if the .map-file does not exceed the limits for MD3-files (max surfaces/verticles/faces), so not just any .map-file can be loaded and converted to an MD3-model..
Any 'common'-shader will not produce triangles, so using caulk is recommended..
This option may be fun even for unexperienced model-makers..
* Export frames from playermodels to animated MD3:
Save a selected range of frames to an animated MD3. Tags are also exported, so the mapper is able to attach other models to the final MD3.
* Combine frames from MD3-files into 1 final MD3:
With this option the user can create animated MD3 models from a combination of frames from other MD3 models.
Loading MDS, and save it as an MDM/MDX combo:
Load a playermodel:
Calculate LOD and see how the detail changes:
Creating a model in Radiant as a normal .MAP file:
Convert the .MAP to a model:
Load the MD3 back into Radiant:
Special thanks go out to eCo|ischbinz for his cooperation. Especially the work we did together on finding out how the LOD works..
Also for delivering me with models i used for testing..