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map2mdl?

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Fri Dec 04, 2009 12:07 am Post subject: map2mdl? |

Does such a utility exist? Something that turns a .map file into .mdl.

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ceriux Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA |

Posted: Fri Dec 04, 2009 1:00 am Post subject: |

um idk, but why would you need that? _________________ QuakeDB - Quake ModDB Group

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Wazat Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA |

Posted: Fri Dec 04, 2009 1:33 am Post subject: |

Maybe to turn explode boxes into models etc. Or to make a model of the map for radar/minimap purposes. I'm not sure if such a utility exists, but perhaps it would be relatively easy to write for very simple cases like health boxes, exp boxes, etc...
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When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.

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Error Inside3D Staff Joined: 05 Nov 2004 Posts: 558 Location: VA, USA

Posted: Fri Dec 04, 2009 1:50 am Post subject: |

think I have a mdl->map comverter somewhere. I used one once to make a huge stone statue of a quake player. _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Fri Dec 04, 2009 2:25 am Post subject: |

Error wrote:
think I have a mdl->map comverter somewhere. I used one once to make a huge stone statue of a quake player.

Yeah I have that. But that's the wrong way.
@ceriux
I see things I could easily make in Worldcraft in 5 minutes, but would take me 3 hours in <insert any modelling app here> and then I would burn 3 days trying to compile the damn thing as Quake.mdl.
I'm thinking about taking a stab at creating one. Not now, but sometime in the future. First I would probably create a mechanism to export the raw model data stored in Quake and actually used to the clipboard for a single frame. And I'm not sure of a strategy for creating a UV map for a map2mdl type of gizmo.
But that would be a ridiculously poor use of my time if it exists already, obviously. And if does exist, well, hey I liked to have it so I can mess with it.

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lth Joined: 11 Nov 2004 Posts: 129 |

Posted: Fri Dec 04, 2009 4:59 pm Post subject: |

Baker, I asked this a while ago and ended up cooking up my own not-perfect toolchain. 1. Make thing in worldcraft 2. Export as DXF 3. Scream because qMe can't import that kind of DXF
4. Load up in TruSpace 3 (abandonware if you look hard enough)
5. Save object as .cob file
6. Load in quick3dpro (shareware)
7. Save as .3ds
8. "New model from base frame" in qMe
9. Scale up massively
10. Save.
Hope that helps.
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