You export it as a .md3 or .ase so far we haven't had any luck with radiant using .obj's . For the next game we won't have to use radiant at all but right now it's used to make the hull and place entities.
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mapping with 3d's studio max
#35
Posted 13 February 2006 - 01:27 AM
That's because 3ds Max is a far more powerful tool and can do things Sketchup isn't designed for at all. Max is much cleaner at building meshes. Sketchup wasn't designed to make models so I don't expect it to make good meshes. It was designed for making quick mockups and it is very good at that.
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#37
Posted 14 February 2006 - 08:01 PM
[quote name='"Hybridesque"]GtkRadiant has it's uses too' date=' for the beginners to get an understanding of what's going on. Each has their place. I think it would be foolhardy to not support GtkRadiant.[/quote']
Thank you
I suppose I could purchase a good 3d program like 3DS Max. One concern I have is this though. As a current modder for a game called Elder Scrolls 3: Morrowind (just a texture artist, I reskin existing models to create new clothing designs) I understand that their new game Oblivion will support only 3DS Max 5, which is no longer easily available as 3DS Max 7 is the latest. Now the real question is this. When the next iteration of Urban Terror comes out, will you be required to use a certain version of 3DS Max or will any version do?
Thank you
I suppose I could purchase a good 3d program like 3DS Max. One concern I have is this though. As a current modder for a game called Elder Scrolls 3: Morrowind (just a texture artist, I reskin existing models to create new clothing designs) I understand that their new game Oblivion will support only 3DS Max 5, which is no longer easily available as 3DS Max 7 is the latest. Now the real question is this. When the next iteration of Urban Terror comes out, will you be required to use a certain version of 3DS Max or will any version do?
#39
Posted 16 February 2006 - 03:28 PM
[quote name='"Hybridesque"]GtkRadiant has it's uses too' date=' for the beginners to get an understanding of what's going on. Each has their place. I think it would be foolhardy to not support GtkRadiant.[/quote']
Actually, GTKRadiant is a cumbersome tool at best and making anything complex is going to require the use of some 3d package anyway. Why not just add support into a 3dpackage for triggering and call it a day. One file format, no more fumbling with multiple tools.
Just about every major studio is doing this. Hardly anyone uses map editors anymore, there really isnt a need to. Even collision/bsp - nav meshes can be created in 3d....so why not?
As for "beginners not having an understanding of 3d" thats not a valid concern for what tool a developement house chooses. Faster asset pipeline, ease of use, etc....thats what really matters. People are just going to have to get used to if they want to create levels.
Actually, GTKRadiant is a cumbersome tool at best and making anything complex is going to require the use of some 3d package anyway. Why not just add support into a 3dpackage for triggering and call it a day. One file format, no more fumbling with multiple tools.
Just about every major studio is doing this. Hardly anyone uses map editors anymore, there really isnt a need to. Even collision/bsp - nav meshes can be created in 3d....so why not?
As for "beginners not having an understanding of 3d" thats not a valid concern for what tool a developement house chooses. Faster asset pipeline, ease of use, etc....thats what really matters. People are just going to have to get used to if they want to create levels.
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