Welcome to the Arena, where high-ranking warriors are transformed into spineless mush. Abandoning every ounce of common sense and any trace of doubt, you lunge onto a stage of harrowing landscapes and veiled abysses. Your new environment rejects you with lava pits and atmospheric hazards as legions of foes surround you, testing the gut reaction that brought you here in the first place. Your new mantra: Fight or be finished.
The 'ET Model Tool' got a new name: 'Q3 Model Tool'. It supports all Q3-Engine based games. It's a tool for playermodel-makers, mappers and modders.
This is the 1.6.0 version of the 'ET Model Tool'
(--edit-- latest version is 1.6.2 and now named 'Q3 Model Tool')
It is a tool for playermodel-makers and mappers..
The most powerful features:
* Calculation of LOD for playermodels (Level Of Detail):
The user can manually adjust the LOD-Minimum per surface, and see the model-detail change on screen.
Every ET playermodel needs a so called (pre-calculated) collapsemap for the game to be able to render the model correctly. If a playermodel does not contain this LOD-data, triangles will go invisible. This tool can calculate the needed LOD-data..
Be aware that LOD works automaticly in-game.. Depending on the distance from the viewer, the game will render the playermodel on a different level of detail. If You look at a low detail model up close, it may look 'ugly'.. In-game players only see low detailed models when they are far away..
(Credits go to Stan Melax for his polygon-reduction routine. I only converted it to Delphi and added a few extra lines of code to it so it works better with non-closed/open models)..
* Convert .MAP brushwork to a .MD3 model:
Mappers can make a model in Radiant from just brushwork, and use this tool to convert it to an MD3 model.
The final model can then be used in Radiant as a misc_gamemodel or misc_model.
The tool will check if the .map-file does not exceed the limits for MD3-files (max surfaces/verticles/faces), so not just any .map-file can be loaded and converted to an MD3-model..
Any 'common'-shader will not produce triangles, so using caulk is recommended..
This option may be fun even for unexperienced model-makers..
* Export frames from playermodels to animated MD3:
Save a selected range of frames to an animated MD3. Tags are also exported, so the mapper is able to attach other models to the final MD3.
* Combine frames from MD3-files into 1 final MD3:
With this option the user can create animated MD3 models from a combination of frames from other MD3 models.
Loading MDS, and save it as an MDM/MDX combo:
Load a playermodel:
Calculate LOD and see how the detail changes:
Creating a model in Radiant as a normal .MAP file:
Convert the .MAP to a model:
Load the MD3 back into Radiant:
Special thanks go out to eCo|ischbinz for his cooperation. Especially the work we did together on finding out how the LOD works..
Also for delivering me with models i used for testing..