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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: Modeling questions...
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: Monday, Jul. 11, 2005 08:24 pm
Okay, I've just started modeling for the NX-01 mod, and since I've never modeled for a game before, I have some questions... If anyone knows the answer, I'd appreciate it.  I'm using 3DSMax 6.

1.  Is there any correlations between units in Max and game units?  Or do I just leave it up to the mapper to scale the model accordingly?

2.  Do the 3DSMax smoothing groups/settings carry over?  If I smooth a low poly model in Max, and it looks good, will it look boxy in EF w/ no smoothing?

3.  Do I need to make the models .md3?  I thought I heard that some version of GTK/Q3Map would use .3ds files.

Thanks.
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Lord Dave~rb
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Since: Dec 23, 2006
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Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Jul. 11, 2005 09:00 pm
Generally speaking you should load up an already done model into max and see what it's size is relative to what it's game size is.  Then use that to model.

So, the NX-01 mod is still alive hu?  I was with them once.... didn't do a #### thing.  lol.
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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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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Jul. 11, 2005 09:02 pm
Quote (Lord Dave @ July 11 2005, 4:00 pm)
I was with them once.... didn't do a #### thing.  lol.

Heh.  I built the bridge's helm in Radiant... And that's about it.  Hah.  But I wanted to do some game modeling, partly to pass the time and partly to pad my resume/portfolio.

I'm trying to figure out unwrapping and everything too.  I've always just done renders in 3DS, where my maps can be as crazy and complicated as I want.  Heh.
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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: Tuesday, Jul. 12, 2005 12:30 am
Sorry, I meant materials...  I'm not mapping for the mod, just making map models.
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Sarek@Vulcan~rb
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Since: Dec 23, 2006
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Last: Dec 23, 2006
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Level 0
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Saturday, Jul. 16, 2005 03:18 pm
Hello, I'm new to this, I'm a newbie and I wan't to learn making maps in EF. I recently started to learn Maya program so I have a question - Is it possible to make something in Maya, for example model or map and use it in EF, maybe with some compiler-translator or something like that if there is such a program?
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UniKorn~rb
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Since: Dec 23, 2006
Posts: 1291
Last: Dec 23, 2006
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Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Saturday, Jul. 16, 2005 05:05 pm
Agent007, the best thing to do is build a brush in gtkrad that has the same size as the info_player_start, export the map to ase, import the ase into max and use that "cube" as your reference for units in ef.
AFAIK smoothing groups do not carry over
If they are mapmodels, you can export them to ase. (search splashdamage forums for info)
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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: Sunday, Jul. 17, 2005 08:09 pm
Quote (UniKorn @ July 16 2005, 12:05 pm)
Agent007, the best thing to do is build a brush in gtkrad that has the same size as the info_player_start, export the map to ase, import the ase into max and use that "cube" as your reference for units in ef.

Good idea.

On another note, has anyone created a custom player model for SP?  I'm looking into doing just that...  animations and all.
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71M~rb
General Member
Since: Dec 23, 2006
Posts: 361
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Saturday, Jul. 23, 2005 02:59 pm
Hmm, I learnt quite a bit about exporting models to EF when working on RPG-X. Let's see if I can help here. :)

1. As far as I know, there is definately a correlation, but I don't know it lol.  Before exporting to EF, I always import a game default model and compare the scale of the two and make any changes needed.

2.  Yes, they do indeed (Well at least they did for weapons models :s8:).  Use them to your advantage. :)

3.  Hrmm, that's news to me.  The only formats I know radiant supports are .md3 and .ase...  :s8:

Hmm, as for custom SP player models, the closest I've come is recompiling Raven's models with new animations using the Carcass toolset they released last year. :p

Good luck with all of that!

-TiM
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Agent007~rb
General Member
Since: Dec 23, 2006
Posts: 27798
Last: Dec 23, 2006
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Category: Star Trek Voyager: Elite Force MOD Support
Posted: Saturday, Jul. 23, 2005 03:43 pm
Quote (71M @ July 23 2005, 9:59 am)
Hmm, as for custom SP player models, the closest I've come is recompiling Raven's models with new animations using the Carcass toolset they released last year. :p

Yeah, I did that...  But I figure if they can convert models from Q3 with their animations intact, you can just create a Q3 model w/ your own custom animations then 'convert' it...  No?
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71M~rb
General Member
Since: Dec 23, 2006
Posts: 361
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Jul. 24, 2005 03:26 am
Yeah, that makes sense.  As long as SP can handle MD3 bodies like MP can (Don't see why it can't) it should work fine.

I think the trickiest bit will be to have to draw up a list of required animations for it.  All of those other models are for MP so there's a very specific list of animations you need, but with SP... it varies quite a bit from model to model, probably depending on the model's AI code...  :s6:

-TiM
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