Mac Model Mapping Muddle & Survey

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Mac Model Mapping Muddle & Survey

Postby Rad Ished » Tue Nov 20, 2007 2:11 pm

Who else is making maps on a Mac?

I don't seem to be able to create .md3 files or import already made ones into Radiant.
I've tried numerous times with help from other mappers but they end up saying that it's a problem with Mac.

And the Blender .map exporter, what a horrible thing, can anybody find a good use for it?

I've got Blender and MacRadiant 1.4 on an Ibook 12" but they won't talk to each other. I'm beginning to suspect some sort falling out :/

Mac Nex Mappers, please post even if you don't have any answers. It would be interesting to see how many of us there are.
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Postby torus » Tue Nov 20, 2007 8:16 pm

I tried in vain to get GTKRadiant to work on my Mac, but X11 didn't like it- maybe because it's an Intel Mac (?). I gave up, and just boot up Windows to run it.

And the Blender .map exporter, what a horrible thing, can anybody find a good use for it?


Since it just divides up a mesh into a plethora of brushes, it's really not useful for anything intricate. I can see a use (maybe) if one wanted to make some odd terrain, but didn't want to use a model.

I don't seem to be able to create .md3 files or import already made ones into Radiant.
I've tried numerous times with help from other mappers but they end up saying that it's a problem with Mac.


Blender's .md3 export is pretty b0rked last time I checked. How I learned to do it (get models in-game) is to export a UV mapped model from blender as an .obj, then import it into 3dsMax (not a Mac app, unfortunately), apply the texture map, and export it as an .ase.

If the file placements are correct throughout the process (models are in the data/models/modelname dir, textures are in textures/foldername/texturename, they can then be imported into Radiant via the "misc_model". They import very small though, and have to be scaled up. (thanks to tZork).

Obviously, if you don't have access to a PC with 3dsMax, this can't be done. I haven't had any luck with .md3s on a PC either, but then again, I haven't tried that hard. .ase seems to work fine.

Good luck!
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Re: Mac Model Mapping Muddle & Survey

Postby ihsan » Wed Nov 21, 2007 6:23 am

Rad Ished wrote:I don't seem to be able to create .md3 files or import already made ones into Radiant.
I've tried numerous times with help from other mappers but they end up saying that it's a problem with Mac.

And the Blender .map exporter, what a horrible thing, can anybody find a good use for it?


If you want a WORKING blender md3 exporter/importer get the one from the XreaL project on sourceforge. It is integrated into "my" blender>nexuiz weapon exporter so you can use that also. My exporter is technically windows only (it calls zomdel.exe) but if you "dump" a md3 or smd file on a mac it THEORETICALLY will not fail. Textures will be mapped to the textures folder.
http://www.xoopstuner.com/nex/Blender-Nexuiz-weapon-export-beta.zip

I, however, recommend you use the ase format for objects. The good ASE exporter for blender 3D is Doc Holiday's Unreal Static mesh (ASE) exporter. It works perfectly but it's designed for unreal tournament 2003 so you will have to edit the ase output file in a text editor to set proper texture paths before importing it into radiant.

P.S. The blender map exporter is essential for creating natural terrain. Importing 5 rock models does not a mountain make!
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Postby Rad Ished » Thu Nov 22, 2007 7:35 pm

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Postby torus » Thu Nov 22, 2007 8:14 pm

No! I'll have to try that out when I get home. :shock: :D

Thanks for the tip!
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Postby iSuck » Fri Nov 23, 2007 2:48 am

Oh, do you get the thing that says:

"Couldn't find any valid game descriptions" ? I have an intel mac, and can't get it to work either (I reinstalled x11, so that's not a problem)
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Postby torus » Fri Nov 23, 2007 3:09 am

This one didn't work either. It opens, bounces a couple times, and the closes. I think I'll stick the the Windoze version for now. It's not that much of a bother, especially since I use 3ds MAX is Windoze at the same time.
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