dirk@Posted: Fri Oct 13, 2006 8:50 am :
hi im new here,
how i cant export this or a mesh like this, is it important that i have to triangulate the mesh;)
da mesh have without and in a triangulate state 79o vertiXes

[img] http://img209.imageshack.us/my.php?image=duivr4.jpg [/img]

greetz
dirk



modern@Posted: Fri Oct 13, 2006 9:16 am :
Your model needs to be triangulated before you export it. Doom understands three formats:

MD5
ASE
LWO

Brain Treppaning made some legendary tutorials in 3ds max on this very topic. You can find links in the level editing forum tutorial list. :D



dirk@Posted: Fri Oct 13, 2006 9:44 am :
thx :)

i haved tryed it from ma to md5, but all tests res i get i am not much luky wit.

can you take a look on the def file, i am not sure and a noobie with doom3 and moding, but what i read about the possibilitys im more then lucky =D

how it use to set up cars?

ho w is it work to change from a static to a physic obj?



export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"


}

if i export with this file i get only the orientation vector of the joint

thx a lot,doom3 n moding rules =D



elusive@Posted: Fri Oct 13, 2006 11:32 am :
There is a "}" missing ;)

export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh
} // <- this was missing

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"
}

Or maybe you try exporting the Maya Binary than Maya Ascii. I usually use *.mb for the mesh and *.ma for the animations.



dirk@Posted: Fri Oct 13, 2006 12:59 pm :
:) danke



dirk@Posted: Sun Oct 15, 2006 12:24 am :
the problem is still there, have you an idea what i do wrong,

example - workflow
cube

1-polycube
2-triangualte
3-freeze it
4-connect joint to mesh, smooth bind
5-create the def file
6-converte to md5


:oops:
lol
[img] http://img90.imageshack.us/my.php?image=diu1px0.jpg [/img]
:shock:

2208 verts

greetz
d



Zombie13@Posted: Sat Oct 21, 2006 10:02 am :
Sorry, but wtf. Is that a triceratops in your pants, or are you just happy to see me?

Z



elusive@Posted: Sat Oct 21, 2006 10:25 am :
If you just want to create simple terrains it would be better to export them to lwo or ase. They're handled as static meshes automatically without writing an extra def file.
Use the ActorX plugin for Maya to export as ase.

Unless you have animatied objects like characters or machines or even cinematics then use md5mesh, md5anim, md5camera.



dirk@Posted: Wed Oct 25, 2006 5:03 pm :
thx for your help



dirk@Posted: Fri Oct 13, 2006 8:50 am :
hi im new here,
how i cant export this or a mesh like this, is it important that i have to triangulate the mesh;)
da mesh have without and in a triangulate state 79o vertiXes

[img] http://img209.imageshack.us/my.php?image=duivr4.jpg [/img]

greetz
dirk



modern@Posted: Fri Oct 13, 2006 9:16 am :
Your model needs to be triangulated before you export it. Doom understands three formats:

MD5
ASE
LWO

Brain Treppaning made some legendary tutorials in 3ds max on this very topic. You can find links in the level editing forum tutorial list. :D



dirk@Posted: Fri Oct 13, 2006 9:44 am :
thx :)

i haved tryed it from ma to md5, but all tests res i get i am not much luky wit.

can you take a look on the def file, i am not sure and a noobie with doom3 and moding, but what i read about the possibilitys im more then lucky =D

how it use to set up cars?

ho w is it work to change from a static to a physic obj?



export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"


}

if i export with this file i get only the orientation vector of the joint

thx a lot,doom3 n moding rules =D



elusive@Posted: Fri Oct 13, 2006 11:32 am :
There is a "}" missing ;)

export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh
} // <- this was missing

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"
}

Or maybe you try exporting the Maya Binary than Maya Ascii. I usually use *.mb for the mesh and *.ma for the animations.



dirk@Posted: Fri Oct 13, 2006 12:59 pm :
:) danke



dirk@Posted: Sun Oct 15, 2006 12:24 am :
the problem is still there, have you an idea what i do wrong,

example - workflow
cube

1-polycube
2-triangualte
3-freeze it
4-connect joint to mesh, smooth bind
5-create the def file
6-converte to md5


:oops:
lol
[img] http://img90.imageshack.us/my.php?image=diu1px0.jpg [/img]
:shock:

2208 verts

greetz
d



Zombie13@Posted: Sat Oct 21, 2006 10:02 am :
Sorry, but wtf. Is that a triceratops in your pants, or are you just happy to see me?

Z



elusive@Posted: Sat Oct 21, 2006 10:25 am :
If you just want to create simple terrains it would be better to export them to lwo or ase. They're handled as static meshes automatically without writing an extra def file.
Use the ActorX plugin for Maya to export as ase.

Unless you have animatied objects like characters or machines or even cinematics then use md5mesh, md5anim, md5camera.



dirk@Posted: Wed Oct 25, 2006 5:03 pm :
thx for your help



dirk@Posted: Fri Oct 13, 2006 9:50 am :
hi im new here,
how i cant export this or a mesh like this, is it important that i have to triangulate the mesh;)
da mesh have without and in a triangulate state 79o vertiXes

[img] http://img209.imageshack.us/my.php?image=duivr4.jpg [/img]

greetz
dirk



modern@Posted: Fri Oct 13, 2006 10:16 am :
Your model needs to be triangulated before you export it. Doom understands three formats:

MD5
ASE
LWO

Brain Treppaning made some legendary tutorials in 3ds max on this very topic. You can find links in the level editing forum tutorial list. :D



dirk@Posted: Fri Oct 13, 2006 10:44 am :
thx :)

i haved tryed it from ma to md5, but all tests res i get i am not much luky wit.

can you take a look on the def file, i am not sure and a noobie with doom3 and moding, but what i read about the possibilitys im more then lucky =D

how it use to set up cars?

ho w is it work to change from a static to a physic obj?



export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"


}

if i export with this file i get only the orientation vector of the joint

thx a lot,doom3 n moding rules =D



elusive@Posted: Fri Oct 13, 2006 12:32 pm :
There is a "}" missing ;)

export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh
} // <- this was missing

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"
}

Or maybe you try exporting the Maya Binary than Maya Ascii. I usually use *.mb for the mesh and *.ma for the animations.



dirk@Posted: Fri Oct 13, 2006 1:59 pm :
:) danke



dirk@Posted: Sun Oct 15, 2006 1:24 am :
the problem is still there, have you an idea what i do wrong,

example - workflow
cube

1-polycube
2-triangualte
3-freeze it
4-connect joint to mesh, smooth bind
5-create the def file
6-converte to md5


:oops:
lol
[img] http://img90.imageshack.us/my.php?image=diu1px0.jpg [/img]
:shock:

2208 verts

greetz
d



Zombie13@Posted: Sat Oct 21, 2006 11:02 am :
Sorry, but wtf. Is that a triceratops in your pants, or are you just happy to see me?

Z



elusive@Posted: Sat Oct 21, 2006 11:25 am :
If you just want to create simple terrains it would be better to export them to lwo or ase. They're handled as static meshes automatically without writing an extra def file.
Use the ActorX plugin for Maya to export as ase.

Unless you have animatied objects like characters or machines or even cinematics then use md5mesh, md5anim, md5camera.



dirk@Posted: Wed Oct 25, 2006 6:03 pm :
thx for your help



dirk@Posted: Fri Oct 13, 2006 9:50 am :
hi im new here,
how i cant export this or a mesh like this, is it important that i have to triangulate the mesh;)
da mesh have without and in a triangulate state 79o vertiXes

[img] http://img209.imageshack.us/my.php?image=duivr4.jpg [/img]

greetz
dirk



modern@Posted: Fri Oct 13, 2006 10:16 am :
Your model needs to be triangulated before you export it. Doom understands three formats:

MD5
ASE
LWO

Brain Treppaning made some legendary tutorials in 3ds max on this very topic. You can find links in the level editing forum tutorial list. :D



dirk@Posted: Fri Oct 13, 2006 10:44 am :
thx :)

i haved tryed it from ma to md5, but all tests res i get i am not much luky wit.

can you take a look on the def file, i am not sure and a noobie with doom3 and moding, but what i read about the possibilitys im more then lucky =D

how it use to set up cars?

ho w is it work to change from a static to a physic obj?



export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"


}

if i export with this file i get only the orientation vector of the joint

thx a lot,doom3 n moding rules =D



elusive@Posted: Fri Oct 13, 2006 12:32 pm :
There is a "}" missing ;)

export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh
} // <- this was missing

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"
}

Or maybe you try exporting the Maya Binary than Maya Ascii. I usually use *.mb for the mesh and *.ma for the animations.



dirk@Posted: Fri Oct 13, 2006 1:59 pm :
:) danke



dirk@Posted: Sun Oct 15, 2006 1:24 am :
the problem is still there, have you an idea what i do wrong,

example - workflow
cube

1-polycube
2-triangualte
3-freeze it
4-connect joint to mesh, smooth bind
5-create the def file
6-converte to md5


:oops:
lol
[img] http://img90.imageshack.us/my.php?image=diu1px0.jpg [/img]
:shock:

2208 verts

greetz
d



Zombie13@Posted: Sat Oct 21, 2006 11:02 am :
Sorry, but wtf. Is that a triceratops in your pants, or are you just happy to see me?

Z



elusive@Posted: Sat Oct 21, 2006 11:25 am :
If you just want to create simple terrains it would be better to export them to lwo or ase. They're handled as static meshes automatically without writing an extra def file.
Use the ActorX plugin for Maya to export as ase.

Unless you have animatied objects like characters or machines or even cinematics then use md5mesh, md5anim, md5camera.



dirk@Posted: Wed Oct 25, 2006 6:03 pm :
thx for your help



dirk@Posted: Fri Oct 13, 2006 8:50 am :
hi im new here,
how i cant export this or a mesh like this, is it important that i have to triangulate the mesh;)
da mesh have without and in a triangulate state 79o vertiXes

[img] http://img209.imageshack.us/my.php?image=duivr4.jpg [/img]

greetz
dirk



modern@Posted: Fri Oct 13, 2006 9:16 am :
Your model needs to be triangulated before you export it. Doom understands three formats:

MD5
ASE
LWO

Brain Treppaning made some legendary tutorials in 3ds max on this very topic. You can find links in the level editing forum tutorial list. :D



dirk@Posted: Fri Oct 13, 2006 9:44 am :
thx :)

i haved tryed it from ma to md5, but all tests res i get i am not much luky wit.

can you take a look on the def file, i am not sure and a noobie with doom3 and moding, but what i read about the possibilitys im more then lucky =D

how it use to set up cars?

ho w is it work to change from a static to a physic obj?



export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"


}

if i export with this file i get only the orientation vector of the joint

thx a lot,doom3 n moding rules =D



elusive@Posted: Fri Oct 13, 2006 11:32 am :
There is a "}" missing ;)

export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh
} // <- this was missing

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"
}

Or maybe you try exporting the Maya Binary than Maya Ascii. I usually use *.mb for the mesh and *.ma for the animations.



dirk@Posted: Fri Oct 13, 2006 12:59 pm :
:) danke



dirk@Posted: Sun Oct 15, 2006 12:24 am :
the problem is still there, have you an idea what i do wrong,

example - workflow
cube

1-polycube
2-triangualte
3-freeze it
4-connect joint to mesh, smooth bind
5-create the def file
6-converte to md5


:oops:
lol
[img] http://img90.imageshack.us/my.php?image=diu1px0.jpg [/img]
:shock:

2208 verts

greetz
d



Zombie13@Posted: Sat Oct 21, 2006 10:02 am :
Sorry, but wtf. Is that a triceratops in your pants, or are you just happy to see me?

Z



elusive@Posted: Sat Oct 21, 2006 10:25 am :
If you just want to create simple terrains it would be better to export them to lwo or ase. They're handled as static meshes automatically without writing an extra def file.
Use the ActorX plugin for Maya to export as ase.

Unless you have animatied objects like characters or machines or even cinematics then use md5mesh, md5anim, md5camera.



dirk@Posted: Wed Oct 25, 2006 5:03 pm :
thx for your help



dirk@Posted: Fri Oct 13, 2006 8:50 am :
hi im new here,
how i cant export this or a mesh like this, is it important that i have to triangulate the mesh;)
da mesh have without and in a triangulate state 79o vertiXes

[img] http://img209.imageshack.us/my.php?image=duivr4.jpg [/img]

greetz
dirk



modern@Posted: Fri Oct 13, 2006 9:16 am :
Your model needs to be triangulated before you export it. Doom understands three formats:

MD5
ASE
LWO

Brain Treppaning made some legendary tutorials in 3ds max on this very topic. You can find links in the level editing forum tutorial list. :D



dirk@Posted: Fri Oct 13, 2006 9:44 am :
thx :)

i haved tryed it from ma to md5, but all tests res i get i am not much luky wit.

can you take a look on the def file, i am not sure and a noobie with doom3 and moding, but what i read about the possibilitys im more then lucky =D

how it use to set up cars?

ho w is it work to change from a static to a physic obj?



export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"


}

if i export with this file i get only the orientation vector of the joint

thx a lot,doom3 n moding rules =D



elusive@Posted: Fri Oct 13, 2006 11:32 am :
There is a "}" missing ;)

export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh
} // <- this was missing

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"
}

Or maybe you try exporting the Maya Binary than Maya Ascii. I usually use *.mb for the mesh and *.ma for the animations.



dirk@Posted: Fri Oct 13, 2006 12:59 pm :
:) danke



dirk@Posted: Sun Oct 15, 2006 12:24 am :
the problem is still there, have you an idea what i do wrong,

example - workflow
cube

1-polycube
2-triangualte
3-freeze it
4-connect joint to mesh, smooth bind
5-create the def file
6-converte to md5


:oops:
lol
[img] http://img90.imageshack.us/my.php?image=diu1px0.jpg [/img]
:shock:

2208 verts

greetz
d



Zombie13@Posted: Sat Oct 21, 2006 10:02 am :
Sorry, but wtf. Is that a triceratops in your pants, or are you just happy to see me?

Z



elusive@Posted: Sat Oct 21, 2006 10:25 am :
If you just want to create simple terrains it would be better to export them to lwo or ase. They're handled as static meshes automatically without writing an extra def file.
Use the ActorX plugin for Maya to export as ase.

Unless you have animatied objects like characters or machines or even cinematics then use md5mesh, md5anim, md5camera.



dirk@Posted: Wed Oct 25, 2006 5:03 pm :
thx for your help



dirk@Posted: Fri Oct 13, 2006 8:50 am :
hi im new here,
how i cant export this or a mesh like this, is it important that i have to triangulate the mesh;)
da mesh have without and in a triangulate state 79o vertiXes

[img] http://img209.imageshack.us/my.php?image=duivr4.jpg [/img]

greetz
dirk



modern@Posted: Fri Oct 13, 2006 9:16 am :
Your model needs to be triangulated before you export it. Doom understands three formats:

MD5
ASE
LWO

Brain Treppaning made some legendary tutorials in 3ds max on this very topic. You can find links in the level editing forum tutorial list. :D



dirk@Posted: Fri Oct 13, 2006 9:44 am :
thx :)

i haved tryed it from ma to md5, but all tests res i get i am not much luky wit.

can you take a look on the def file, i am not sure and a noobie with doom3 and moding, but what i read about the possibilitys im more then lucky =D

how it use to set up cars?

ho w is it work to change from a static to a physic obj?



export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"


}

if i export with this file i get only the orientation vector of the joint

thx a lot,doom3 n moding rules =D



elusive@Posted: Fri Oct 13, 2006 11:32 am :
There is a "}" missing ;)

export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh
} // <- this was missing

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"
}

Or maybe you try exporting the Maya Binary than Maya Ascii. I usually use *.mb for the mesh and *.ma for the animations.



dirk@Posted: Fri Oct 13, 2006 12:59 pm :
:) danke



dirk@Posted: Sun Oct 15, 2006 12:24 am :
the problem is still there, have you an idea what i do wrong,

example - workflow
cube

1-polycube
2-triangualte
3-freeze it
4-connect joint to mesh, smooth bind
5-create the def file
6-converte to md5


:oops:
lol
[img] http://img90.imageshack.us/my.php?image=diu1px0.jpg [/img]
:shock:

2208 verts

greetz
d



Zombie13@Posted: Sat Oct 21, 2006 10:02 am :
Sorry, but wtf. Is that a triceratops in your pants, or are you just happy to see me?

Z



elusive@Posted: Sat Oct 21, 2006 10:25 am :
If you just want to create simple terrains it would be better to export them to lwo or ase. They're handled as static meshes automatically without writing an extra def file.
Use the ActorX plugin for Maya to export as ase.

Unless you have animatied objects like characters or machines or even cinematics then use md5mesh, md5anim, md5camera.



dirk@Posted: Wed Oct 25, 2006 5:03 pm :
thx for your help



dirk@Posted: Fri Oct 13, 2006 8:50 am :
hi im new here,
how i cant export this or a mesh like this, is it important that i have to triangulate the mesh;)
da mesh have without and in a triangulate state 79o vertiXes

[img] http://img209.imageshack.us/my.php?image=duivr4.jpg [/img]

greetz
dirk



modern@Posted: Fri Oct 13, 2006 9:16 am :
Your model needs to be triangulated before you export it. Doom understands three formats:

MD5
ASE
LWO

Brain Treppaning made some legendary tutorials in 3ds max on this very topic. You can find links in the level editing forum tutorial list. :D



dirk@Posted: Fri Oct 13, 2006 9:44 am :
thx :)

i haved tryed it from ma to md5, but all tests res i get i am not much luky wit.

can you take a look on the def file, i am not sure and a noobie with doom3 and moding, but what i read about the possibilitys im more then lucky =D

how it use to set up cars?

ho w is it work to change from a static to a physic obj?



export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"


}

if i export with this file i get only the orientation vector of the joint

thx a lot,doom3 n moding rules =D



elusive@Posted: Fri Oct 13, 2006 11:32 am :
There is a "}" missing ;)

export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh
} // <- this was missing

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"
}

Or maybe you try exporting the Maya Binary than Maya Ascii. I usually use *.mb for the mesh and *.ma for the animations.



dirk@Posted: Fri Oct 13, 2006 12:59 pm :
:) danke



dirk@Posted: Sun Oct 15, 2006 12:24 am :
the problem is still there, have you an idea what i do wrong,

example - workflow
cube

1-polycube
2-triangualte
3-freeze it
4-connect joint to mesh, smooth bind
5-create the def file
6-converte to md5


:oops:
lol
[img] http://img90.imageshack.us/my.php?image=diu1px0.jpg [/img]
:shock:

2208 verts

greetz
d



Zombie13@Posted: Sat Oct 21, 2006 10:02 am :
Sorry, but wtf. Is that a triceratops in your pants, or are you just happy to see me?

Z



elusive@Posted: Sat Oct 21, 2006 10:25 am :
If you just want to create simple terrains it would be better to export them to lwo or ase. They're handled as static meshes automatically without writing an extra def file.
Use the ActorX plugin for Maya to export as ase.

Unless you have animatied objects like characters or machines or even cinematics then use md5mesh, md5anim, md5camera.



dirk@Posted: Wed Oct 25, 2006 5:03 pm :
thx for your help



dirk@Posted: Fri Oct 13, 2006 8:50 am :
hi im new here,
how i cant export this or a mesh like this, is it important that i have to triangulate the mesh;)
da mesh have without and in a triangulate state 79o vertiXes

[img] http://img209.imageshack.us/my.php?image=duivr4.jpg [/img]

greetz
dirk



modern@Posted: Fri Oct 13, 2006 9:16 am :
Your model needs to be triangulated before you export it. Doom understands three formats:

MD5
ASE
LWO

Brain Treppaning made some legendary tutorials in 3ds max on this very topic. You can find links in the level editing forum tutorial list. :D



dirk@Posted: Fri Oct 13, 2006 9:44 am :
thx :)

i haved tryed it from ma to md5, but all tests res i get i am not much luky wit.

can you take a look on the def file, i am not sure and a noobie with doom3 and moding, but what i read about the possibilitys im more then lucky =D

how it use to set up cars?

ho w is it work to change from a static to a physic obj?



export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"


}

if i export with this file i get only the orientation vector of the joint

thx a lot,doom3 n moding rules =D



elusive@Posted: Fri Oct 13, 2006 11:32 am :
There is a "}" missing ;)

export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh
} // <- this was missing

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"
}

Or maybe you try exporting the Maya Binary than Maya Ascii. I usually use *.mb for the mesh and *.ma for the animations.



dirk@Posted: Fri Oct 13, 2006 12:59 pm :
:) danke



dirk@Posted: Sun Oct 15, 2006 12:24 am :
the problem is still there, have you an idea what i do wrong,

example - workflow
cube

1-polycube
2-triangualte
3-freeze it
4-connect joint to mesh, smooth bind
5-create the def file
6-converte to md5


:oops:
lol
[img] http://img90.imageshack.us/my.php?image=diu1px0.jpg [/img]
:shock:

2208 verts

greetz
d



Zombie13@Posted: Sat Oct 21, 2006 10:02 am :
Sorry, but wtf. Is that a triceratops in your pants, or are you just happy to see me?

Z



elusive@Posted: Sat Oct 21, 2006 10:25 am :
If you just want to create simple terrains it would be better to export them to lwo or ase. They're handled as static meshes automatically without writing an extra def file.
Use the ActorX plugin for Maya to export as ase.

Unless you have animatied objects like characters or machines or even cinematics then use md5mesh, md5anim, md5camera.



dirk@Posted: Wed Oct 25, 2006 5:03 pm :
thx for your help



dirk@Posted: Fri Oct 13, 2006 8:50 am :
hi im new here,
how i cant export this or a mesh like this, is it important that i have to triangulate the mesh;)
da mesh have without and in a triangulate state 79o vertiXes

[img] http://img209.imageshack.us/my.php?image=duivr4.jpg [/img]

greetz
dirk



modern@Posted: Fri Oct 13, 2006 9:16 am :
Your model needs to be triangulated before you export it. Doom understands three formats:

MD5
ASE
LWO

Brain Treppaning made some legendary tutorials in 3ds max on this very topic. You can find links in the level editing forum tutorial list. :D



dirk@Posted: Fri Oct 13, 2006 9:44 am :
thx :)

i haved tryed it from ma to md5, but all tests res i get i am not much luky wit.

can you take a look on the def file, i am not sure and a noobie with doom3 and moding, but what i read about the possibilitys im more then lucky =D

how it use to set up cars?

ho w is it work to change from a static to a physic obj?



export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"


}

if i export with this file i get only the orientation vector of the joint

thx a lot,doom3 n moding rules =D



elusive@Posted: Fri Oct 13, 2006 11:32 am :
There is a "}" missing ;)

export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh
} // <- this was missing

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"
}

Or maybe you try exporting the Maya Binary than Maya Ascii. I usually use *.mb for the mesh and *.ma for the animations.



dirk@Posted: Fri Oct 13, 2006 12:59 pm :
:) danke



dirk@Posted: Sun Oct 15, 2006 12:24 am :
the problem is still there, have you an idea what i do wrong,

example - workflow
cube

1-polycube
2-triangualte
3-freeze it
4-connect joint to mesh, smooth bind
5-create the def file
6-converte to md5


:oops:
lol
[img] http://img90.imageshack.us/my.php?image=diu1px0.jpg [/img]
:shock:

2208 verts

greetz
d



Zombie13@Posted: Sat Oct 21, 2006 10:02 am :
Sorry, but wtf. Is that a triceratops in your pants, or are you just happy to see me?

Z



elusive@Posted: Sat Oct 21, 2006 10:25 am :
If you just want to create simple terrains it would be better to export them to lwo or ase. They're handled as static meshes automatically without writing an extra def file.
Use the ActorX plugin for Maya to export as ase.

Unless you have animatied objects like characters or machines or even cinematics then use md5mesh, md5anim, md5camera.



dirk@Posted: Wed Oct 25, 2006 5:03 pm :
thx for your help



dirk@Posted: Fri Oct 13, 2006 8:50 am :
hi im new here,
how i cant export this or a mesh like this, is it important that i have to triangulate the mesh;)
da mesh have without and in a triangulate state 79o vertiXes

[img] http://img209.imageshack.us/my.php?image=duivr4.jpg [/img]

greetz
dirk



modern@Posted: Fri Oct 13, 2006 9:16 am :
Your model needs to be triangulated before you export it. Doom understands three formats:

MD5
ASE
LWO

Brain Treppaning made some legendary tutorials in 3ds max on this very topic. You can find links in the level editing forum tutorial list. :D



dirk@Posted: Fri Oct 13, 2006 9:44 am :
thx :)

i haved tryed it from ma to md5, but all tests res i get i am not much luky wit.

can you take a look on the def file, i am not sure and a noobie with doom3 and moding, but what i read about the possibilitys im more then lucky =D

how it use to set up cars?

ho w is it work to change from a static to a physic obj?



export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"


}

if i export with this file i get only the orientation vector of the joint

thx a lot,doom3 n moding rules =D



elusive@Posted: Fri Oct 13, 2006 11:32 am :
There is a "}" missing ;)

export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh
} // <- this was missing

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"
}

Or maybe you try exporting the Maya Binary than Maya Ascii. I usually use *.mb for the mesh and *.ma for the animations.



dirk@Posted: Fri Oct 13, 2006 12:59 pm :
:) danke



dirk@Posted: Sun Oct 15, 2006 12:24 am :
the problem is still there, have you an idea what i do wrong,

example - workflow
cube

1-polycube
2-triangualte
3-freeze it
4-connect joint to mesh, smooth bind
5-create the def file
6-converte to md5


:oops:
lol
[img] http://img90.imageshack.us/my.php?image=diu1px0.jpg [/img]
:shock:

2208 verts

greetz
d



Zombie13@Posted: Sat Oct 21, 2006 10:02 am :
Sorry, but wtf. Is that a triceratops in your pants, or are you just happy to see me?

Z



elusive@Posted: Sat Oct 21, 2006 10:25 am :
If you just want to create simple terrains it would be better to export them to lwo or ase. They're handled as static meshes automatically without writing an extra def file.
Use the ActorX plugin for Maya to export as ase.

Unless you have animatied objects like characters or machines or even cinematics then use md5mesh, md5anim, md5camera.



dirk@Posted: Wed Oct 25, 2006 5:03 pm :
thx for your help



dirk@Posted: Fri Oct 13, 2006 8:50 am :
hi im new here,
how i cant export this or a mesh like this, is it important that i have to triangulate the mesh;)
da mesh have without and in a triangulate state 79o vertiXes

[img] http://img209.imageshack.us/my.php?image=duivr4.jpg [/img]

greetz
dirk



modern@Posted: Fri Oct 13, 2006 9:16 am :
Your model needs to be triangulated before you export it. Doom understands three formats:

MD5
ASE
LWO

Brain Treppaning made some legendary tutorials in 3ds max on this very topic. You can find links in the level editing forum tutorial list. :D



dirk@Posted: Fri Oct 13, 2006 9:44 am :
thx :)

i haved tryed it from ma to md5, but all tests res i get i am not much luky wit.

can you take a look on the def file, i am not sure and a noobie with doom3 and moding, but what i read about the possibilitys im more then lucky =D

how it use to set up cars?

ho w is it work to change from a static to a physic obj?



export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"


}

if i export with this file i get only the orientation vector of the joint

thx a lot,doom3 n moding rules =D



elusive@Posted: Fri Oct 13, 2006 11:32 am :
There is a "}" missing ;)

export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh
} // <- this was missing

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"
}

Or maybe you try exporting the Maya Binary than Maya Ascii. I usually use *.mb for the mesh and *.ma for the animations.



dirk@Posted: Fri Oct 13, 2006 12:59 pm :
:) danke



dirk@Posted: Sun Oct 15, 2006 12:24 am :
the problem is still there, have you an idea what i do wrong,

example - workflow
cube

1-polycube
2-triangualte
3-freeze it
4-connect joint to mesh, smooth bind
5-create the def file
6-converte to md5


:oops:
lol
[img] http://img90.imageshack.us/my.php?image=diu1px0.jpg [/img]
:shock:

2208 verts

greetz
d



Zombie13@Posted: Sat Oct 21, 2006 10:02 am :
Sorry, but wtf. Is that a triceratops in your pants, or are you just happy to see me?

Z



elusive@Posted: Sat Oct 21, 2006 10:25 am :
If you just want to create simple terrains it would be better to export them to lwo or ase. They're handled as static meshes automatically without writing an extra def file.
Use the ActorX plugin for Maya to export as ase.

Unless you have animatied objects like characters or machines or even cinematics then use md5mesh, md5anim, md5camera.



dirk@Posted: Wed Oct 25, 2006 5:03 pm :
thx for your help



dirk@Posted: Fri Oct 13, 2006 8:50 am :
hi im new here,
how i cant export this or a mesh like this, is it important that i have to triangulate the mesh;)
da mesh have without and in a triangulate state 79o vertiXes

[img] http://img209.imageshack.us/my.php?image=duivr4.jpg [/img]

greetz
dirk



modern@Posted: Fri Oct 13, 2006 9:16 am :
Your model needs to be triangulated before you export it. Doom understands three formats:

MD5
ASE
LWO

Brain Treppaning made some legendary tutorials in 3ds max on this very topic. You can find links in the level editing forum tutorial list. :D



dirk@Posted: Fri Oct 13, 2006 9:44 am :
thx :)

i haved tryed it from ma to md5, but all tests res i get i am not much luky wit.

can you take a look on the def file, i am not sure and a noobie with doom3 and moding, but what i read about the possibilitys im more then lucky =D

how it use to set up cars?

ho w is it work to change from a static to a physic obj?



export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"


}

if i export with this file i get only the orientation vector of the joint

thx a lot,doom3 n moding rules =D



elusive@Posted: Fri Oct 13, 2006 11:32 am :
There is a "}" missing ;)

export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh
} // <- this was missing

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"
}

Or maybe you try exporting the Maya Binary than Maya Ascii. I usually use *.mb for the mesh and *.ma for the animations.



dirk@Posted: Fri Oct 13, 2006 12:59 pm :
:) danke



dirk@Posted: Sun Oct 15, 2006 12:24 am :
the problem is still there, have you an idea what i do wrong,

example - workflow
cube

1-polycube
2-triangualte
3-freeze it
4-connect joint to mesh, smooth bind
5-create the def file
6-converte to md5


:oops:
lol
[img] http://img90.imageshack.us/my.php?image=diu1px0.jpg [/img]
:shock:

2208 verts

greetz
d



Zombie13@Posted: Sat Oct 21, 2006 10:02 am :
Sorry, but wtf. Is that a triceratops in your pants, or are you just happy to see me?

Z



elusive@Posted: Sat Oct 21, 2006 10:25 am :
If you just want to create simple terrains it would be better to export them to lwo or ase. They're handled as static meshes automatically without writing an extra def file.
Use the ActorX plugin for Maya to export as ase.

Unless you have animatied objects like characters or machines or even cinematics then use md5mesh, md5anim, md5camera.



dirk@Posted: Wed Oct 25, 2006 5:03 pm :
thx for your help



dirk@Posted: Fri Oct 13, 2006 8:50 am :
hi im new here,
how i cant export this or a mesh like this, is it important that i have to triangulate the mesh;)
da mesh have without and in a triangulate state 79o vertiXes

[img] http://img209.imageshack.us/my.php?image=duivr4.jpg [/img]

greetz
dirk



modern@Posted: Fri Oct 13, 2006 9:16 am :
Your model needs to be triangulated before you export it. Doom understands three formats:

MD5
ASE
LWO

Brain Treppaning made some legendary tutorials in 3ds max on this very topic. You can find links in the level editing forum tutorial list. :D



dirk@Posted: Fri Oct 13, 2006 9:44 am :
thx :)

i haved tryed it from ma to md5, but all tests res i get i am not much luky wit.

can you take a look on the def file, i am not sure and a noobie with doom3 and moding, but what i read about the possibilitys im more then lucky =D

how it use to set up cars?

ho w is it work to change from a static to a physic obj?



export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"


}

if i export with this file i get only the orientation vector of the joint

thx a lot,doom3 n moding rules =D



elusive@Posted: Fri Oct 13, 2006 11:32 am :
There is a "}" missing ;)

export dirk {
options -prefix piv
mesh models/tests/mountain_ma.ma -dest models/tests/mountain

}

model Terra {
mesh models/dirk/mountain.md5mesh
} // <- this was missing

entityDef Terra {
// "editor_color" "1 .5 0"
// "editor_mins" "-16 -16 0"
// "editor_maxs" "16 16 64"

"spawnclass" "static"
"model" "Terra"
}

Or maybe you try exporting the Maya Binary than Maya Ascii. I usually use *.mb for the mesh and *.ma for the animations.



dirk@Posted: Fri Oct 13, 2006 12:59 pm :
:) danke



dirk@Posted: Sun Oct 15, 2006 12:24 am :
the problem is still there, have you an idea what i do wrong,

example - workflow
cube

1-polycube
2-triangualte
3-freeze it
4-connect joint to mesh, smooth bind
5-create the def file
6-converte to md5


:oops:
lol
[img] http://img90.imageshack.us/my.php?image=diu1px0.jpg [/img]
:shock:

2208 verts

greetz
d



Zombie13@Posted: Sat Oct 21, 2006 10:02 am :
Sorry, but wtf. Is that a triceratops in your pants, or are you just happy to see me?

Z



elusive@Posted: Sat Oct 21, 2006 10:25 am :
If you just want to create simple terrains it would be better to export them to lwo or ase. They're handled as static meshes automatically without writing an extra def file.
Use the ActorX plugin for Maya to export as ase.

Unless you have animatied objects like characters or machines or even cinematics then use md5mesh, md5anim, md5camera.



dirk@Posted: Wed Oct 25, 2006 5:03 pm :
thx for your help