Converting models into brushes -1 reply

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jedispy

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11th November 2004

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#1 10 years ago

That's right folks. What I'm talking about is converting a model into brushes. "Why would someone want to do that" you ask? Well it's simple really. I basically want to do what Sith-J-Cull did for his Millennium Falcon map. I want a ship that the player can walk into and explore around in. I once heard there was a process for converting models (3ds format or whatever) into "brush-models", but it seems that process is lost now. Does anyone here know what I'm talking about?




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#2 10 years ago

I would like to know this too, as it might be nice for some models so you dont have spend a lot of time covering it with clip




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#3 10 years ago

I really dont know but you could try to import it to milkshape and export it as a mapfile. I have no idea if it would work, and I bet that its worth testing.




Innocent Hawk

Not so innocent?

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18th July 2005

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#4 10 years ago

Select the model after placing it into your map.

Go to the entities window.

Use the "Spawnflags" tag and a value of 2 (really a variety of numbers seem to work, others don't: 1 or 2 is a safe bet [I use 2]).

CAREFUL, DOING THIS TO AN EXTREMELY HIGH POLY MODEL OR TOO MANY MODELS WILL BREAK YOUR MAP'S BRUSH LIMIT.




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#5 10 years ago

It only works with 2, 4 or both of them 6. 2 Clips it, 4 Lightmaps it and 6 does both.




MagnaDoodle

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26th February 2008

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#6 10 years ago

Export model from 3DS & import it as brushes in Radiant??? Maybe via XML? :confused:




Mikouen VIP Member

What?

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4th September 2005

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#7 10 years ago

XML?

Oh, never mind....


I don't know how, and I don't know why, but this is totally Sheep's fault.



MagnaDoodle

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26th February 2008

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#8 10 years ago

Seriously, GtkRadiant 1.5 offers import of xml quake3 maps (.xmap) and apps like AutoCAD can export objects in XML - I just thought there must be a reason for... :lookaround: