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Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Bryce and radiant?
Badboy~rb
General Member
Since: Dec 23, 2006
Posts: 30
Last: Dec 23, 2006
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Level 2
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Nov. 13, 2002 01:43 pm
Can you or is there a way to use bryce models or scene's in radiant,or is there a package along the same lines as bryce you can model in for use in radiant.
Thanks all
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Superrobster~rb
General Member
Since: Dec 23, 2006
Posts: 1011
Last: Dec 23, 2006
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Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Nov. 13, 2002 03:56 pm
You can use various modelling programs, however you will need to have the ability/plugin to export .md3 files. I can't tell you more because I suck at modelling.
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Badboy~rb
General Member
Since: Dec 23, 2006
Posts: 30
Last: Dec 23, 2006
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Level 2
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Nov. 13, 2002 04:09 pm
Thanks for your help,i can try my hand at the modeling no problem,just didnt know if it could be done.Thanks again
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Superrobster~rb
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Since: Dec 23, 2006
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Last: Dec 23, 2006
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Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Nov. 13, 2002 07:49 pm
Usually there are plugins available for Quake3. Those will do fine for EF. You could download a program called 'Milkshape', which is a modelling program especially designed for game-models. It includes a .md3 importer/exporter as standard.
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Agent007~rb
General Member
Since: Dec 23, 2006
Posts: 27798
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Nov. 13, 2002 08:29 pm
You really can't make the map itself out of models because of the way Q3 handles them.  The map must be made in Radiant.  Models are usually reserved for objects in the map that require more detail than is possible w/ brushwork.
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Badboy~rb
General Member
Since: Dec 23, 2006
Posts: 30
Last: Dec 23, 2006
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Level 2
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Nov. 13, 2002 09:04 pm
Dont worry i am thinking about making models and then using them in radiant, not using bryce to try and map
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FliX~rb
General Member
Since: Dec 23, 2006
Posts: 8484
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Nov. 13, 2002 09:07 pm
ive often thought it would be an interesting prospect making a whole map as a moddel and only addint the entities in in radiant...... :s32:  :s17:
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Agent007~rb
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Since: Dec 23, 2006
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Last: Dec 23, 2006
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Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Nov. 13, 2002 10:47 pm
Interesting, but not plausable.  The whole map would be non-solid.
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Superrobster~rb
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Since: Dec 23, 2006
Posts: 1011
Last: Dec 23, 2006
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Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Nov. 14, 2002 06:27 pm
Quote (Agent007 @ Nov. 13 2002, 4:47 pm)
Interesting, but not plausable.  The whole map would be non-solid.

I guess you could ad a few clip/caulk brushes where necessary...
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Agent007~rb
General Member
Since: Dec 23, 2006
Posts: 27798
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Nov. 14, 2002 07:44 pm
It'd be a lot more than a few.  Besides, I think there's a poly limit on models.
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