Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Wed May 22, 2013 9:40 pm

All times are UTC [ DST ]




Post new topic Reply to topic  [ 5 posts ] 
Author Message
 Post subject: Getting Static Lightwave models textured and into Doom3?
PostPosted: Fri Jul 21, 2006 10:28 pm 
Offline
The first 10 posts have been the best...

Joined: Tue Dec 27, 2005 7:34 pm
Posts: 11
Links here are dead...

the instuructions on idDevNet are.. well.. HAAHAH!

"Getting a static model (like a trash can or a shrubery) in to the game is really easy. Doom 3 reads lwo (lightwave) and ase (3dsmax) files natively so you simply save out the model in one of those two formats and you can use it in the game."

... oh, its easy... nice guys, "is really easy" is not an explanation.

Where do the files need to be and how do I bring them into QuakeEdit?


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jul 22, 2006 2:46 am 
Offline
a gun & a nice word
User avatar

Joined: Sat Jan 11, 2003 9:30 pm
Posts: 8713
Location: Orlando, FL
Static models are assigned to entities via the "model" key/value pair. There is a button for this on the entity inspector. It brings up a dialogue and you simply point it to a model.

It's a good idea to save your models somewhere in the "baseq4/models" directory.

_________________
Image Staff
Learn something today? Why not write an article about it on modwiki.net?


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jul 22, 2006 7:59 am 
Offline
The first 10 posts have been the best...

Joined: Tue Dec 27, 2005 7:34 pm
Posts: 11
thanks Rich. Learning this map editor is very aggravating. My mouse has been in my hand, arm wound up, aimed at my LCD several times now. So far my LCD has been saved by shouting a few curse words.

I did find the answer I was looking for, you right click in the top view port and select 'New Model' then navigate to the path under q4base to where the model is saved. Seems like what you said brings up the same window.

now the guessing game of figuring out why these shaders are not working so my textures will appear...


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jul 22, 2006 11:35 am 
Offline
a gun & a nice word
User avatar

Joined: Sat Jan 11, 2003 9:30 pm
Posts: 8713
Location: Orlando, FL
Ensure the surface name is the same as the material shader name.

For instance, if the material shader looks like this...

Code:
textures/example/foo
{
...
}


Then the surface name in Lightwave should be "textures/example/foo".

_________________
Image Staff
Learn something today? Why not write an article about it on modwiki.net?


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jul 22, 2006 5:33 pm 
Offline
The first 10 posts have been the best...

Joined: Tue Dec 27, 2005 7:34 pm
Posts: 11
i pieced bits of info from other people having problems together got some sleep, woke up and figured it out pretty easy. Thanks for you help Rich.

A bit of handy info I havent seen written yet but opened models and created boxes to figure out is:

1 meter in LW = 1 unit in QuakeEditor


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 5 posts ] 

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group