the italian@Posted: Tue Jul 15, 2008 7:14 am :
Hi all
I'm Simo I a new entry....excuse my Englis
I have find a Buddha's 3ds model and I convert it in a LWO files with Milkshape
well....now How I can put this model in my map with DOOM EDITOR what i do ???

For many people is a banal question but I'm a Beginer :roll::roll:

Thank a lot and
Bye from ITALY :lol:



Shadowflamez@Posted: Sat Sep 13, 2008 6:32 pm :
There is two ways.

1.Right click on the view port of the doom editor then click on "New Model". That will add you model as static.
(Your model must be placed in base/models/etc... first)
2.If you make some kind of item for example a medic box.Then you must create a def file.The easy is to copy the information from the original medic box def and just change the model parameters.That will serve you as medic box whit your model.

And don't forget to create "mtr" file.That's a simple txt file changed to mtr.This must contain your textures:

Code:
  textures/blabla - this is the name of your texture that contains other 3 textures below
         qer_editorimage textures/blablabla/blabla_ed //// this is a simple low texture that editor use to draw the model
         diffusemap  textures/blabla/blabla_d /// this is the standart texture of the model
         spelucarmap textures/blabla/blabla_s /// if you have a specular texture
         bumpmap     textures/blabla/blabla_local /// if you have bump map



The mtr file must be saved in base/materials.

The textures in base/textures/blabla.

You must set a path of the texture in you model.That must be "shader" or "bitmap" section

*BITMAP "\\base\textures\blabla\blabla.tga" - this must be the same as the name of the primary texture in the mtr file (not these whit _d,s or local).



Kristus@Posted: Sat Sep 13, 2008 7:03 pm :
Shadowflamez wrote:
You must set a path of the texture in you model.That must be "shader" or "bitmap" section

*BITMAP "\\base\textures\blabla\blabla.tga" - this must be the same as the name of the primary texture in the mtr file (not these whit _d,s or local).


You can't text edit an LWO since it's not in ASCII format. That's only for ASE models. LWO just need a material ref put in by the program you use to make the LWO file with.



rich_is_bored@Posted: Sun Sep 14, 2008 6:13 am :
All you have to do in Lightwave is assign the same name to your surface as your material shader.



the italian@Posted: Tue Jul 15, 2008 7:14 am :
Hi all
I'm Simo I a new entry....excuse my Englis
I have find a Buddha's 3ds model and I convert it in a LWO files with Milkshape
well....now How I can put this model in my map with DOOM EDITOR what i do ???

For many people is a banal question but I'm a Beginer :roll::roll:

Thank a lot and
Bye from ITALY :lol:



Shadowflamez@Posted: Sat Sep 13, 2008 6:32 pm :
There is two ways.

1.Right click on the view port of the doom editor then click on "New Model". That will add you model as static.
(Your model must be placed in base/models/etc... first)
2.If you make some kind of item for example a medic box.Then you must create a def file.The easy is to copy the information from the original medic box def and just change the model parameters.That will serve you as medic box whit your model.

And don't forget to create "mtr" file.That's a simple txt file changed to mtr.This must contain your textures:

Code:
  textures/blabla - this is the name of your texture that contains other 3 textures below
         qer_editorimage textures/blablabla/blabla_ed //// this is a simple low texture that editor use to draw the model
         diffusemap  textures/blabla/blabla_d /// this is the standart texture of the model
         spelucarmap textures/blabla/blabla_s /// if you have a specular texture
         bumpmap     textures/blabla/blabla_local /// if you have bump map



The mtr file must be saved in base/materials.

The textures in base/textures/blabla.

You must set a path of the texture in you model.That must be "shader" or "bitmap" section

*BITMAP "\\base\textures\blabla\blabla.tga" - this must be the same as the name of the primary texture in the mtr file (not these whit _d,s or local).



Kristus@Posted: Sat Sep 13, 2008 7:03 pm :
Shadowflamez wrote:
You must set a path of the texture in you model.That must be "shader" or "bitmap" section

*BITMAP "\\base\textures\blabla\blabla.tga" - this must be the same as the name of the primary texture in the mtr file (not these whit _d,s or local).


You can't text edit an LWO since it's not in ASCII format. That's only for ASE models. LWO just need a material ref put in by the program you use to make the LWO file with.



rich_is_bored@Posted: Sun Sep 14, 2008 6:13 am :
All you have to do in Lightwave is assign the same name to your surface as your material shader.