Adrian Carmack@Posted: Tue Sep 26, 2006 12:03 pm    Post subject: Making a static model: hi guys,

I not yet obtained to understand as to export a model to doom3

here are some questions:

1 - Doom3 support the *.Ase format right??? Is only to place the archive in the folder inside models of the archive *.pk4?

2 - Ok, I texturized the model in 3dsmax8. When I export the model to the format *.ASE, the textures wil be inside of this archive? if not, how i place the textures in the model in the game?

thanks


ps: sorry for my english Sad



Bittoman@Posted: Tue Sep 26, 2006 12:59 pm    Post subject: : All materials used in Doom 3 require a shader definition, a short block of text that points to the images it needs and any special functions that are used when the images are rendered (such as animations, glows, alphamasks, etc.) There are several discussions on how to set up shaders around the forum as well as on iddevnet so I won't go into this. The model itself will need a special line to point to this shader for the game to find it though. A tutorial that helps a lot with understanding this is Kat's which you can find here. This is a good general tutorial for you to read but information on how to get textures to show up on models properly can be found towards the bottom under the sub-heading "Doomed, doomed, we're all doomed I tells ya".


Adrian Carmack@Posted: Tue Sep 26, 2006 12:03 pm    Post subject: Making a static model: hi guys,

I not yet obtained to understand as to export a model to doom3

here are some questions:

1 - Doom3 support the *.Ase format right??? Is only to place the archive in the folder inside models of the archive *.pk4?

2 - Ok, I texturized the model in 3dsmax8. When I export the model to the format *.ASE, the textures wil be inside of this archive? if not, how i place the textures in the model in the game?

thanks


ps: sorry for my english Sad



Bittoman@Posted: Tue Sep 26, 2006 12:59 pm    Post subject: : All materials used in Doom 3 require a shader definition, a short block of text that points to the images it needs and any special functions that are used when the images are rendered (such as animations, glows, alphamasks, etc.) There are several discussions on how to set up shaders around the forum as well as on iddevnet so I won't go into this. The model itself will need a special line to point to this shader for the game to find it though. A tutorial that helps a lot with understanding this is Kat's which you can find here. This is a good general tutorial for you to read but information on how to get textures to show up on models properly can be found towards the bottom under the sub-heading "Doomed, doomed, we're all doomed I tells ya".