MelGibbsome@Posted: Fri Jun 16, 2006 7:20 pm :
Hi

Is there a quick and easy way to take quake 3 models and convert them for use / or import to Q4?

I want to use them as statues on some of my maps ... a nostalgia thing.

NOTE: I don't have any modeling software, so I can't do what one thread suggested...opening them with said software, freezing them and exporting as md5.

If there's no way it can be done without said software, is there a resource of models converted anywhere, where I could get them?

thanks



BloodRayne@Posted: Fri Jun 16, 2006 7:55 pm :
I think there is free software available that does it, such as Blender or Gmax.



BNA!@Posted: Fri Jun 16, 2006 8:01 pm :
BloodRayne wrote:
I think there is free software available that does it, such as Blender or Gmax.


I think that doesn't qualify for the "quick and easy" attempt he's seeking.

Or to answer his question: No.



Bittoman@Posted: Fri Jun 16, 2006 8:49 pm :
All you have to do is import the mesh data into a modeling program, then import a sizing block that will dictate how big you want it to be in Q4 then resize the model to fit roughly the size of your sizing block and freeze the mesh and export it as .lwo or .ase (best choice is .ase). Blender can do this very easily however you might need to find a plugin to import the Q3 model with. Based on what I'm about to say below I won't go any further.

There is a problem though, what you're suggesting would most likely be in violation of id's EULA for both Q3 and Q4. This is kind of a "fine line" issue though but you might reconsider doing it just for the sake of staying out of trouble :D



MelGibbsome@Posted: Fri Jun 16, 2006 9:04 pm :
I dont see how it would be a problem with ID........a model from one version of their game being used in another version of their game?

Do you have links for those two free programs you mentioned? If they will do the job, i can handle slow and hard :p



MelGibbsome@Posted: Fri Jun 16, 2006 9:43 pm :
Ok i found blender.........but here's what it says at the Gmax site:

As of October 6, 2005, Autodesk will no longer offer Gmax® software as a stand-alone product. If you are interested in other 3D animation, modeling, and rendering applications from Autodesk please check out Autodesk® 3ds Max® software. You can download a free 30-day trial, view product demonstrations, read customer success stories, and get more information about this powerful, versatile product.

so blender it is.

thanks.........ill be back here after i install blender if i need further assistance.



Infernal=WFR@Posted: Fri Jun 16, 2006 10:49 pm :
You have to get permission. Assumptions like yours will get you into trouble. Remember that you are not only dealing with id software in this issue, you may also end up dealing with their publishers. Publishers tend to be quick on the draw with issues like this.



MelGibbsome@Posted: Fri Jun 16, 2006 11:13 pm :
well...........so far i've found an md3 exporter and an importer..........the importer is installed and shows up on the list but after entering the md3 and texture names, i get an error.......tells me to refer to the console window and for the life of me, i CANT FIND IT.

checked help and even a beginner's tutorial........neither mentions where the console is or how you pull it up.........not listed in drop down menus.

so.........any help on using blender?

...or a url where a KNOWN GOOD md3 importer is?

thanks



MelGibbsome@Posted: Fri Jun 16, 2006 11:43 pm :
OK.....................FINALLY found an importer that works.........now just have to figure out the program lol.

if anyone else needs it, here it is:

http://www.icculus.org/~phaethon/q3/md3 ... mport.html

there's two files u have to get i believe. and you dont download them, they show up in your browser and you have to save them to your hardrive, in your scripts folder.



BNA!@Posted: Sat Jun 17, 2006 12:35 am :
MelGibbsome wrote:
I dont see how it would be a problem with ID........a model from one version of their game being used in another version of their game?


This issue has been discussed and disaoproved by id software.



rich_is_bored@Posted: Sat Jun 17, 2006 1:57 am :
Quake 3 and Quake 4 are two separate games. If they weren't you'd have updated to Quake 4 via a patch rather than buy it.

The whole point is that when you buy a game, you're purchasing a package deal. The agreement is that for X number of dollars, you get both the game and it's corresponding assets.

If you take assets from Quake 3 and convert them for use in other games, you're making half of Quake 3 available for free despite whether the end user has bought the game or not.

But just because you bought the game doesn't mean you own the rights to those assets or even the assets themselves.

All you are entitled to is a copy of the original assets. You don't have the right to take someone else's work and do with it what you please. If id wants you to pay for the models in Quake 3, then you should pay.

Obviously user created content is an exception to this but even then you should obtain permission from the respective authors.



modern@Posted: Wed Jun 21, 2006 11:20 am :
Copyright aside, from a technical point of view the animation for the Q3 player models is baked into the mesh/md3, so all you can retrive from the md3 is a static mesh which will be the first frame of the first death animation. Basically it would be possible to import the md3's into Milkshape (free trial for a month) and then re-export them (refer to the tutorials here).



m!chi:be@Posted: Wed Jun 21, 2006 1:11 pm :
there is a Ranger Model made by qkenny. it should be .md3 format which can be imported with a importer.
i dont know if it works but try to place the .md3 mesh into gtkradiant and export it with q3map2 as an .ase mesh. the .ase should work in d3radint.
the model is there: http://fps.brainerd.net/mapmodels15.htm
if you are on the lucky side you maybe find other free usable statues there. :)

i used another model in a q3 showmap but cant remember if it was a q3 stoick model or custom.
maybe the other guys here can remember. http://www.uac-warfare.com/michibe/gfx_ ... 41_big.jpg



revility@Posted: Wed Jun 28, 2006 5:17 am :
thats the same ranger model from q3 with a different texture.

I've asked id before about this and the answer was no.

I really do wish they would take some of the doom3 marines and port them to quake4 for mp :) I missed that about quake3's mp, all the id characters from the past were there.



MelGibbsome@Posted: Fri Jun 16, 2006 7:20 pm :
Hi

Is there a quick and easy way to take quake 3 models and convert them for use / or import to Q4?

I want to use them as statues on some of my maps ... a nostalgia thing.

NOTE: I don't have any modeling software, so I can't do what one thread suggested...opening them with said software, freezing them and exporting as md5.

If there's no way it can be done without said software, is there a resource of models converted anywhere, where I could get them?

thanks



BloodRayne@Posted: Fri Jun 16, 2006 7:55 pm :
I think there is free software available that does it, such as Blender or Gmax.



BNA!@Posted: Fri Jun 16, 2006 8:01 pm :
BloodRayne wrote:
I think there is free software available that does it, such as Blender or Gmax.


I think that doesn't qualify for the "quick and easy" attempt he's seeking.

Or to answer his question: No.



Bittoman@Posted: Fri Jun 16, 2006 8:49 pm :
All you have to do is import the mesh data into a modeling program, then import a sizing block that will dictate how big you want it to be in Q4 then resize the model to fit roughly the size of your sizing block and freeze the mesh and export it as .lwo or .ase (best choice is .ase). Blender can do this very easily however you might need to find a plugin to import the Q3 model with. Based on what I'm about to say below I won't go any further.

There is a problem though, what you're suggesting would most likely be in violation of id's EULA for both Q3 and Q4. This is kind of a "fine line" issue though but you might reconsider doing it just for the sake of staying out of trouble :D



MelGibbsome@Posted: Fri Jun 16, 2006 9:04 pm :
I dont see how it would be a problem with ID........a model from one version of their game being used in another version of their game?

Do you have links for those two free programs you mentioned? If they will do the job, i can handle slow and hard :p



MelGibbsome@Posted: Fri Jun 16, 2006 9:43 pm :
Ok i found blender.........but here's what it says at the Gmax site:

As of October 6, 2005, Autodesk will no longer offer Gmax® software as a stand-alone product. If you are interested in other 3D animation, modeling, and rendering applications from Autodesk please check out Autodesk® 3ds Max® software. You can download a free 30-day trial, view product demonstrations, read customer success stories, and get more information about this powerful, versatile product.

so blender it is.

thanks.........ill be back here after i install blender if i need further assistance.



Infernal=WFR@Posted: Fri Jun 16, 2006 10:49 pm :
You have to get permission. Assumptions like yours will get you into trouble. Remember that you are not only dealing with id software in this issue, you may also end up dealing with their publishers. Publishers tend to be quick on the draw with issues like this.



MelGibbsome@Posted: Fri Jun 16, 2006 11:13 pm :
well...........so far i've found an md3 exporter and an importer..........the importer is installed and shows up on the list but after entering the md3 and texture names, i get an error.......tells me to refer to the console window and for the life of me, i CANT FIND IT.

checked help and even a beginner's tutorial........neither mentions where the console is or how you pull it up.........not listed in drop down menus.

so.........any help on using blender?

...or a url where a KNOWN GOOD md3 importer is?

thanks



MelGibbsome@Posted: Fri Jun 16, 2006 11:43 pm :
OK.....................FINALLY found an importer that works.........now just have to figure out the program lol.

if anyone else needs it, here it is:

http://www.icculus.org/~phaethon/q3/md3 ... mport.html

there's two files u have to get i believe. and you dont download them, they show up in your browser and you have to save them to your hardrive, in your scripts folder.



BNA!@Posted: Sat Jun 17, 2006 12:35 am :
MelGibbsome wrote:
I dont see how it would be a problem with ID........a model from one version of their game being used in another version of their game?


This issue has been discussed and disaoproved by id software.



rich_is_bored@Posted: Sat Jun 17, 2006 1:57 am :
Quake 3 and Quake 4 are two separate games. If they weren't you'd have updated to Quake 4 via a patch rather than buy it.

The whole point is that when you buy a game, you're purchasing a package deal. The agreement is that for X number of dollars, you get both the game and it's corresponding assets.

If you take assets from Quake 3 and convert them for use in other games, you're making half of Quake 3 available for free despite whether the end user has bought the game or not.

But just because you bought the game doesn't mean you own the rights to those assets or even the assets themselves.

All you are entitled to is a copy of the original assets. You don't have the right to take someone else's work and do with it what you please. If id wants you to pay for the models in Quake 3, then you should pay.

Obviously user created content is an exception to this but even then you should obtain permission from the respective authors.



modern@Posted: Wed Jun 21, 2006 11:20 am :
Copyright aside, from a technical point of view the animation for the Q3 player models is baked into the mesh/md3, so all you can retrive from the md3 is a static mesh which will be the first frame of the first death animation. Basically it would be possible to import the md3's into Milkshape (free trial for a month) and then re-export them (refer to the tutorials here).



m!chi:be@Posted: Wed Jun 21, 2006 1:11 pm :
there is a Ranger Model made by qkenny. it should be .md3 format which can be imported with a importer.
i dont know if it works but try to place the .md3 mesh into gtkradiant and export it with q3map2 as an .ase mesh. the .ase should work in d3radint.
the model is there: http://fps.brainerd.net/mapmodels15.htm
if you are on the lucky side you maybe find other free usable statues there. :)

i used another model in a q3 showmap but cant remember if it was a q3 stoick model or custom.
maybe the other guys here can remember. http://www.uac-warfare.com/michibe/gfx_ ... 41_big.jpg



revility@Posted: Wed Jun 28, 2006 5:17 am :
thats the same ranger model from q3 with a different texture.

I've asked id before about this and the answer was no.

I really do wish they would take some of the doom3 marines and port them to quake4 for mp :) I missed that about quake3's mp, all the id characters from the past were there.



MelGibbsome@Posted: Fri Jun 16, 2006 7:20 pm :
Hi

Is there a quick and easy way to take quake 3 models and convert them for use / or import to Q4?

I want to use them as statues on some of my maps ... a nostalgia thing.

NOTE: I don't have any modeling software, so I can't do what one thread suggested...opening them with said software, freezing them and exporting as md5.

If there's no way it can be done without said software, is there a resource of models converted anywhere, where I could get them?

thanks



BloodRayne@Posted: Fri Jun 16, 2006 7:55 pm :
I think there is free software available that does it, such as Blender or Gmax.



BNA!@Posted: Fri Jun 16, 2006 8:01 pm :
BloodRayne wrote:
I think there is free software available that does it, such as Blender or Gmax.


I think that doesn't qualify for the "quick and easy" attempt he's seeking.

Or to answer his question: No.



Bittoman@Posted: Fri Jun 16, 2006 8:49 pm :
All you have to do is import the mesh data into a modeling program, then import a sizing block that will dictate how big you want it to be in Q4 then resize the model to fit roughly the size of your sizing block and freeze the mesh and export it as .lwo or .ase (best choice is .ase). Blender can do this very easily however you might need to find a plugin to import the Q3 model with. Based on what I'm about to say below I won't go any further.

There is a problem though, what you're suggesting would most likely be in violation of id's EULA for both Q3 and Q4. This is kind of a "fine line" issue though but you might reconsider doing it just for the sake of staying out of trouble :D



MelGibbsome@Posted: Fri Jun 16, 2006 9:04 pm :
I dont see how it would be a problem with ID........a model from one version of their game being used in another version of their game?

Do you have links for those two free programs you mentioned? If they will do the job, i can handle slow and hard :p



MelGibbsome@Posted: Fri Jun 16, 2006 9:43 pm :
Ok i found blender.........but here's what it says at the Gmax site:

As of October 6, 2005, Autodesk will no longer offer Gmax® software as a stand-alone product. If you are interested in other 3D animation, modeling, and rendering applications from Autodesk please check out Autodesk® 3ds Max® software. You can download a free 30-day trial, view product demonstrations, read customer success stories, and get more information about this powerful, versatile product.

so blender it is.

thanks.........ill be back here after i install blender if i need further assistance.



Infernal=WFR@Posted: Fri Jun 16, 2006 10:49 pm :
You have to get permission. Assumptions like yours will get you into trouble. Remember that you are not only dealing with id software in this issue, you may also end up dealing with their publishers. Publishers tend to be quick on the draw with issues like this.



MelGibbsome@Posted: Fri Jun 16, 2006 11:13 pm :
well...........so far i've found an md3 exporter and an importer..........the importer is installed and shows up on the list but after entering the md3 and texture names, i get an error.......tells me to refer to the console window and for the life of me, i CANT FIND IT.

checked help and even a beginner's tutorial........neither mentions where the console is or how you pull it up.........not listed in drop down menus.

so.........any help on using blender?

...or a url where a KNOWN GOOD md3 importer is?

thanks



MelGibbsome@Posted: Fri Jun 16, 2006 11:43 pm :
OK.....................FINALLY found an importer that works.........now just have to figure out the program lol.

if anyone else needs it, here it is:

http://www.icculus.org/~phaethon/q3/md3 ... mport.html

there's two files u have to get i believe. and you dont download them, they show up in your browser and you have to save them to your hardrive, in your scripts folder.



BNA!@Posted: Sat Jun 17, 2006 12:35 am :
MelGibbsome wrote:
I dont see how it would be a problem with ID........a model from one version of their game being used in another version of their game?


This issue has been discussed and disaoproved by id software.



rich_is_bored@Posted: Sat Jun 17, 2006 1:57 am :
Quake 3 and Quake 4 are two separate games. If they weren't you'd have updated to Quake 4 via a patch rather than buy it.

The whole point is that when you buy a game, you're purchasing a package deal. The agreement is that for X number of dollars, you get both the game and it's corresponding assets.

If you take assets from Quake 3 and convert them for use in other games, you're making half of Quake 3 available for free despite whether the end user has bought the game or not.

But just because you bought the game doesn't mean you own the rights to those assets or even the assets themselves.

All you are entitled to is a copy of the original assets. You don't have the right to take someone else's work and do with it what you please. If id wants you to pay for the models in Quake 3, then you should pay.

Obviously user created content is an exception to this but even then you should obtain permission from the respective authors.



modern@Posted: Wed Jun 21, 2006 11:20 am :
Copyright aside, from a technical point of view the animation for the Q3 player models is baked into the mesh/md3, so all you can retrive from the md3 is a static mesh which will be the first frame of the first death animation. Basically it would be possible to import the md3's into Milkshape (free trial for a month) and then re-export them (refer to the tutorials here).



m!chi:be@Posted: Wed Jun 21, 2006 1:11 pm :
there is a Ranger Model made by qkenny. it should be .md3 format which can be imported with a importer.
i dont know if it works but try to place the .md3 mesh into gtkradiant and export it with q3map2 as an .ase mesh. the .ase should work in d3radint.
the model is there: http://fps.brainerd.net/mapmodels15.htm
if you are on the lucky side you maybe find other free usable statues there. :)

i used another model in a q3 showmap but cant remember if it was a q3 stoick model or custom.
maybe the other guys here can remember. http://www.uac-warfare.com/michibe/gfx_ ... 41_big.jpg



revility@Posted: Wed Jun 28, 2006 5:17 am :
thats the same ranger model from q3 with a different texture.

I've asked id before about this and the answer was no.

I really do wish they would take some of the doom3 marines and port them to quake4 for mp :) I missed that about quake3's mp, all the id characters from the past were there.