Login    Register

Mapping for UrT HD

General mapping discussions
  • Author
    Message

Re: Mapping for UrT HD

Postby Rayne » Mon Dec 26, 2011 4:00 pm

flajeen wrote:End it on radiant, import it in 3dsmax, bake your shadows and export the whole map as a model, put it in radiant and make entities.

That is literally impossible.
User avatar
Rayne
Site Admin
 
Posts: 535
Joined: Wed Aug 17, 2011 5:22 pm

Re: Mapping for UrT HD

Postby flajeen » Mon Dec 26, 2011 4:06 pm

Why?
Image
flajeen
 
Posts: 289
Joined: Wed Aug 17, 2011 7:13 pm
Location: Évora, Portugal

Re: Mapping for UrT HD

Postby Rayne » Mon Dec 26, 2011 4:24 pm

Cause an .ase file made with q3map2 breaks down into it's basic components when imported in max.
Meaning every single face becomes an object.
If you feel like spending just as much time connecting pieces in max as you spent to create the map in the first place go ahead and do it.
Also exporting it all as one model wont work.
Mainly cause the final model will be so big neither radiant or the compiler will be able to load it.
last but not the least, you have to unwrap it. If it's not unwrapped shadow baking doesn't works. It needs mapping coordinates to know how and where to render the shadows.
User avatar
Rayne
Site Admin
 
Posts: 535
Joined: Wed Aug 17, 2011 5:22 pm

Previous

Return to Mapping Discussions

Who is online

Users browsing this forum: No registered users and 1 guest

cron