Quake level with 3ds max model

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limbo
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Quake level with 3ds max model

Post by limbo »

Hi all,

I met a weird problem. When I add a 3ds max model to the quake level, then my program can't display this level, and no specific error information is given. But using the same program, I can view the quake level without 3ds max model well :roll: . Does anybody know what's wrong here?

Thanks,

limbo
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sinbad
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Post by sinbad »

Do you mean you converted the max model to a mesh and added it as an entity, or that you imported it into Radiant and added it to the level? I'm not sure I've ever done that.
limbo
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Post by limbo »

I mean I load 3ds max model in radiant. Like this: right click mouse then choose misc->misc_model. Then a max model is loaded to the quake level. I compile this level to .bsp file, then read the file with Ogre.
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Post by :wumpus: »

It probably uses an extension to the BSP format that OGRE cannot cope with..
limbo
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Post by limbo »

an extension to the BSP format
? I'm not quite clear about it. Do you mean that maybe Ogre doesn't support quake level with max model?
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sinbad
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Post by sinbad »

Our Quake3 level support is not 100%, due to the fact that it's lack of commercial use (because of licensing issues) makes it impractical for everything except hobby projects.

I'm not sure what importing a 3DS model does in terms of the level. We never added support for .md3, if it becomes that then perhaps that's the issue. Other levels (e.g.t he standard Q3A levels) have just displayed without them though.
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BRAINLESS
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Post by BRAINLESS »

I'm 100% sure loading 3ds max files into a BSP is possible using GTKRadiant (we've done it in 2 maps for OpenFRAG so far), when I see the person who did it I'll ask him how he did it. Of course, it could be that you're using some special 3ds max feature that we haven't come across yet, have you tried loading a simple object (like a box)?
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BRAINLESS
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Post by BRAINLESS »

I've talked to the guy who did it and thinks it's because you're not converting the 3ds Max models to MD3 first. We have converted all our models into MD3 (because the engine we used before Ogre didn't support Max but did support MD3) so that worked.

I've uploaded the converter, though I have absolutely no idea if this is open-source, free or has a license attached to it. I got it this way and the person who gave it to me said it was free, that's all I know. You can download it at: http://data.openfrag.org/BRAINLESS/ExportMD3.dle
This exporter only works with 3ds Max 3,4 and 5. It does not work with 3ds Max 6 or 7, sorry :(. Just throw it in your Plugins folder and it should work.

According to the guy who gave me the exporter, it only exports what's in the middle of the scene. Therefore you need to make the model you're exporting small in scale (otherwise it doesn't fit in the area being exported).

Hope it helps...

[edit]changed a bit of text[/edit]
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