Game Development Community

Map2Max

by Chris · in Artist Corner · 04/14/2004 (3:42 pm) · 14 replies

Here we go...
I am currently looking at making areas that need very accurate measurements between .dif and .dts. I have to have them match up perfectly. Now, measuring them in Quark then trying to make it fit in Max or Milkshape is very time consuming, and all together impractical. So I need a way to get interiors into a modeling program... I don't really care wich one, just so long as it can be done. Does anyone know of a way to do this?

#1
04/14/2004 (8:00 pm)
I think you're trying to solve your problem in the wrong way :)

If you absolutely have to have them in the same space, why not alter the engine to scale everything appropriately?
#2
04/14/2004 (8:27 pm)
Hmmm... I don't think we are on the same page. Picture a Snikers bar. Imagine the .dif is the chewy nugget, and the choclate outer is .dts . I need them to work very closely together. Make sense? And if i could import the .dif into, say, 3ds Max, then i could use it to reference the EXACT size, rather than relative measurements... I hope that about breaks it down. If not, well, no big deal, I'm asking for a lot. ;) Thanks for your help though.
edit - missuse of .dts
#3
04/15/2004 (5:38 am)
!CLUTCH!,

Give me a bit of time and I will have a nice solution for this =) A week or two most likely...
#4
04/15/2004 (11:19 am)
So you want to be able to edit both .dif and .dts files in the same editor? Indeed, Matthew should be able to help you with that.
#5
04/15/2004 (11:39 pm)
www.rustycode.com/matt/teaser2.jpg
#6
04/16/2004 (1:38 pm)
@ Matthew, I love you.

@ Ben, thanks for the help.
-edit- spelled Ben incorrectly.
#7
05/19/2004 (8:07 am)
Ok so is there a way to get a map done in Quarke or Hammer into max??
#8
05/19/2004 (8:19 am)
Erm...sorta

I haven't finished this code yet. It work fine w/o material support but there is still a bug in my material exporting code that I haven't had time to fix. If you are really desparate and are willing to work w/o the materials/textures then email me and I will send over what I have tonight.
#9
05/19/2004 (8:41 am)
I thought the attraction was other way round :s
#10
05/19/2004 (2:11 pm)
@Westy: I think the attraction is to bring things into max for scale purposes if you are making details to be fitted into the buildings.
#11
09/21/2004 (9:31 am)
So Deep Exploration will convert from a bsp to max? or is it another editor like Quark?
#12
09/21/2004 (9:49 am)
I have a set of blocks I use when building. One block is DTS (or 3dsmax format) and one is DIF (QRK file setup as my default map.). They are the same size in game.
It took a little adjustment to get them right maybe an hour or so. But its pretty reliable so far.

I would guess If I need more detailed templates I would use WC to export DXF and and scale the model to fit the block then build animations for the model based on the template(DXF).

Maybe its too CRAZY simple though. I know how most people appriciate complex problems. LOL. After all a couple of hundred/Thousands of lines of code and you should be able to solve any problem. LOL

Matt
#13
09/21/2004 (10:47 am)
Deep Exploration looks sweet. I hope this project has not been abandoned. Programs like that are very much needed here.