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Q3Radiant Map Exporter by Milkshape 3D [EULP]

Posted: Sun Mar 18, 2007 5:04 am
by a13n
Here is another gmax2milkshape2radiant method.
In previous thread I exported only 2D flat planes but this time 3D planes.
Each has its own advantage and disadvantage.

ref pic
Image

explanation

1. create a bunch of boxes as you want
2. boolean-union them all and convert it to editable mesh
3. climbing down to the sub-object level, polygon, then select all
4. flip normal then export as md3
5. in milkshape import the md3 then export as q3radiant map file
6. exported map scaled by x16 in radiant

End result looks classic quake-ish effectively, doesn't it? :q1: :icon1: :q2:
I'll name this method Extended Unreal-ish Level Planing(TM), in short E.U.L.P

Posted: Mon Mar 19, 2007 3:08 am
by MaxGaMin
Wow!
a13n has doen it(genuine community spirit) again! :icon32:
Thank you.
I can apply this technique to my next speed mapping. :icon25:

Posted: Mon Mar 19, 2007 2:02 pm
by a13n
@MaxGaMin
Please!

Posted: Mon Mar 19, 2007 2:10 pm
by pjw
a13n wrote:Judge the new type of gameplay instead of the method itself.
So...you make not just one, but two threads about a new method of mapping? Then when people don't agree with you regarding the usefulness of this method, you ask that it not be judged and tell them to wait for a map?

I haven't seen anything at all about gameplay in these threads.

If you don't want people to judge your method, then I see no reason to leave these threads open.

Feel free to make a new thread when you have a map and want people to judge gameplay.