Would milkshape or any other program be able to export maps to other programs?
11th April 2002
Export maps? How do you mean?
Milkshape only makes models.. Did you make a model that resembles a map and wish to use it in-game?
Milkshape files can be exported to various other modelling programs and a couple games..
What program do you want to export to?
well, i just want to be able to use the maps in EF with a larger program, like lightwave, i heard u could edit unreal tournament maps with lightwave, i thought the same could be done with EF maps
GF Pwns Me!
27th November 2002
I've never heard of lightwave but I believe you can't. I've never edited unreal but I know it's a diferent engine and works with models and stuff in different ways. All I know for sure is that any model in EF will be nonsolid if there is no brushes on it, if you can converst your model to brushes, maby?
well, i looked it up a bit last night, apparently Lightwave (www.newtek.com) can only import .md3 files, oh well:rolleyes:
11th April 2002
hehe yea, I wish EF would. But like all Q3 engine games the maps are not vertex built..
I love the detail you can get in the Unreal games... if only it was possible in EF without a whole lotta pain ;)
But as MMFSdjw said, you coudl make map models, save them as .md3, import them into Radiant and then surround them with 'clip' brushes to make them solid (otherwise you can walk through them). But building a map completely out of models might not be a very good idea..
The YDNAR compiler (Q3Map2 - comes with GTK 1.2.11) has the ability to convert maps into .ase files using the -convert switch. More info is available at http://www.shaderlab.com/ . Hope that helps :)
Heh, almost forgot, Q3Map2 also supports compiling .ase models (no need to convert to .md3) so you could make an entire map, export to .ase and then load it into GTK 1.2.11 (radiant also supports .ase files now) and compile...
Oh and before anyone panics and thinks "how would you clip all that??", just make the textures used into shaders and in the shader add "q3map_clipmodel" to auto clip the model :)