its a rather long winded process, and you need 3ds max
but you use something like deep exploration (maybe the A|W 3ds plugin wud work as well) to convert your model into .3ds
in max, you export to the half life engine, that requires a plugin as well, ill see if i can find out what it is, but max is on the other computer
its easy if you have max
Wow, sounds like quite a process. I think we have Deep Exploration at school (almost positive) so that's no problem.
We don't have max, and since i'm going to school for Maya, probably won't want to model things over again in Max.
If you saw the building I want to use you'd understand why I'm not too excited about building it again
im pretty sure you can import models into wolfenstein as you can do it with q3, i just dont know how, and not sure if maya would be the best program to use in this situation
Game editors most often support importing from 3ds and obj formats. Export from Maya to one of these formats then get the Wolfenstein editor. My preference is gtkradiant w/wolfenstein support (any of the recent version of gtkradiant will support wolfenstein). You can make objects in Maya and make them props for RTCW(tables, lockers and so on). I've found it more optimal to create the buildings using the level editor and creating props, weapons, models in Maya. Everyone's workflow is different. The same basic rules of export/import works the same for most games.
Under 1200 is safe for most to be able to get good fram rates. Max high 3000. Can you send me a screenshot of your level so I can get a better idea of how you are setting this up? And the info on your castle?
I am trying to find the cd I have this backed up on. I finished it a while ago and just thought about trying to put it into a level. I haven't even started a level for it yet, since I didn't know if I could use it.
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