I would assume that the pipeline you describe is almost identical with Call of Duty, which I have decided I would like to have a go at modding. CoD also uses the Quake-III engine and I already have a CoD variant of the Radiant application downloaded.Originally posted by ragecgi
Also, quake3 Arena is great too
Export as obj from Maya, import into Milkshape, export as .map or .md3, import into gtkRadiant level ed.
www.mapcenter.com
As you may know I am currently doing a player model for Quake 3 Arena. I'm using the .md3 exporter which I found at www.quakerally.com. It's a bit buggy and has some anomalies but it works. Just save your scene every time before you export. They have compiled the plugin only for Maya 4.5 and older but the source code is available too and you can compile it using the Maya 5 devkit (which I did).Originally posted by ragecgi
Also, quake3 Arena is great too
Export as obj from Maya, import into Milkshape, export as .map or .md3, import into gtkRadiant level ed.
www.mapcenter.com
AAwww,,poopOriginally posted by mtmckinley
heh, if my book proposal gets picked up, it won't go over modding. It'll mostly be a guide to general game production focusing on the development practices of the art department and the book will be geared toward the entry-level artist and the game artist wannabe's out there.