Turning map models into brushes -1 reply

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Guest

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#1 11 years ago

How would I go about turning map models (md3, ase, 3ds) into normal, regular, map brushes?

I have a catapult model (md3) but I can't make the catapult head (The part where the stone sits) fling upward unless it is turned into brushes.




Isla Kamamee

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28th August 2006

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#2 11 years ago

Import the .3ds into milkshape 3d, go to export, and selest Q3 .map. I may be getting the exact name wrong, but theres two .map functions, a generic .map and Quake something one, I think its Q3. The generic one doesn't work. Then import and clean up in radiant. you may see why I say clean up. That's how I do my non hand made terrain.




Innocent Hawk

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18th July 2005

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#3 11 years ago

Well, I can't really help you with the catapult swing. I think there is a way to do it, but I also know it would require two separate models: the base and the arm. Maybe somebody else knows, or you can find a tutorial somewhere.

EDIT: Huh, I guess Isla knows how to do it lol.

In the case of non-moving models though, it is quite easy. It saves alot of time trying to cut out physics_clip in a similar shape to the model:

Select the model.

Hit n for the entity window.

Key: spawnflags

Value: virtually any number, but use 1 to be safe, and use 2 if that does not work (2 is what I use).

[COLOR=Red]WARNING![/COLOR] Doing this on too many models or high-poly models can severely cripple your max brush count! Making models into brushes using this method should be used sparingly. Use it on something that you need to be solid but would be too complex to form physics/clip around. Using spawnflags does not make the polys of the model selectable in the editor. It only makes them into brushes in-game.




Isla Kamamee

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#4 11 years ago

Thanks, MW. John, you need to build a low poly model, turn it into a collection of brushes (always comes out a func_group for me) and make little adjustmens in radiant to avoid some stupidity with the cutting of the model when it gets exported. (what im tryna say is, make it as simple as you can in the 3d program, then add detail in radiant. btw, it gets cut into triangles, so ..you know, dont make anythin that you couldn't do in radiant (Not like anyone would do that (actually, I did it once when I was still a n00b...wasnt really bad, just required planning. If you don't get the planning right, it looks bad, it eats away you time, and makes you wanna hit your head against the wall. Thats why cubicles were given soft walls.




Innocent Hawk

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#5 11 years ago
Isla Kamamee;3699022Thanks, MW.

Please, Hawk for short. I am no longer in MW. ;)




Guest

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#6 11 years ago

MW Innocent Hawk;3699010Well, I can't really help you with the catapult swing. I think there is a way to do it, but I also know it would require two separate models: the base and the arm. Maybe somebody else knows, or you can find a tutorial somewhere.

EDIT: Huh, I guess Isla knows how to do it lol.

In the case of non-moving models though, it is quite easy. It saves alot of time trying to cut out physics_clip in a similar shape to the model:

Select the model.

Hit n for the entity window.

Key: spawnflags

Value: virtually any number, but use 1 to be safe, and use 2 if that does not work (2 is what I use).

[COLOR=Red]WARNING![/COLOR] Doing this on too many models or high-poly models can severely cripple your max brush count! Making models into brushes using this method should be used sparingly. Use it on something that you need to be solid but would be too complex to form physics/clip around. Using spawnflags does not make the polys of the model selectable in the editor. It only makes them into brushes in-game.

Heh, my model uses over 10,000 poly's. You see, I tried Spawnflags 2, but it had a max brush limit error, for that is what Spawnflags does to high-poly models.

So, I just clipped around it, with less than 5 brushes. :rofl:




Isla Kamamee

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#7 11 years ago

Wooooooowwwwww..........:rofl::rofl::rofl:.......okay, that turned out...INTERESTING.....is perhaps the word i'd use. ps, sorry bout that, didn't see that under your name.




Guest

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#8 11 years ago

I will try getting the polys down a bit, or a lot.




Isla Kamamee

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#9 11 years ago

Thats never a bad idea. are you gonna go the brush route, or the model/physics clip way?




Guest

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#10 11 years ago

Physics/Clip. Thats easier, for me anyway.