You Can Now Model Maps In Milkshape

AkalamanaiaAkalamanaia Join Date: 2003-01-04 Member: 11833Members
Yes it is true, get this plugin now if you do not want go throught all the mess of worldcraft making mesh of map, now you can model it and export to WorldCraft!http://www.swissquake.ch/chumbalum-soft/forum/attachment.php3?postid=61156

Comments

  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Pointless. Modeling programs are not meant to make maps in, especially not milkshape!
    I mean, it's got no coordinate system to make precise brushes!

    Even then, it's gonna take twice as long to do stuff.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    Actually, when I was toying with mapping a while back I found it useful. You can get some complex architecture made in a program you're familiar with (if you're a modeller), then finish it off in Hammer.

    No need for that poorly-informed blanket statement, BP.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Poorly informed?

    I have been modeling for 7 years and mapping for HL since the beginning.
    As for complex stuff, HL isn't exactly known for it's ease of reacting to complex architecture.

    What could you possibly do in a modeling program that cant be done in Hammer?
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    Nothing, but if you're more comfortable with milkshape than with hammer, then guess which you'll work faster with?
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Keep in mind that most studios use modeling packages for their level editing, not handy dandy CSG editors like Hammer, Radiant or UnrealEd - particularly in console development. I know Halo PC's levels were built with Max 5. It's not at all uncommon, nor is it as bad as you're making it out to be.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    KungFuSquirrel : I'm not saying its bad!
    If poeple are comfortable with it, then i say: Go right ahead and make fun levels! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    As for Halo, its engine is completely different from HL and so are a lot of games like it which are not CSG/BSP in function.

    I use MS3D for levels as well... but only to make world models which LOOK like world archi <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • wRavenwRaven Join Date: 2002-11-03 Member: 6482Members
    You can also map in GMax...sorta, its a work around way.
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    edited September 2003
    I'd have to disagree with you there, KFS. I have visited Taldren, Majesco, EA, Blizzard, Relic, plus other studios and have found that most of them use in house, or other snazzy editors. While using modelling packages such as Max, Maya or Lightwave is a plus, it isn't that critical. The majority of people in a studio who use modelling packages are the artists and modellers, for good reason too.

    Just my personal experience, don't flame me.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Well, most to all studios do have their own custom or licensed editors simply because it's a bit necessary to get the gameplay specifics taken care of <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> - but in a number of cases even with the snazzy tools, the geometry and scenery is built entirely in Max or Maya and then imported into the editor for placement in the level. I'm not saying -all- studios do this, but there's a surprising number of studios that require solely Max/Maya/Lightwave experience and don't even mention a lick about a CSG editor.

    You're also talking bigger names, or at least studios licensing the big-name engines (Unreal, Quake, etc.) which can afford to license the major engines with the major editors and/or pay people to develop kick-**** tools and editors and whatnot. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> A lot of smaller studios can't necessarily manage that, and it's easier to, for example, write up a simple editor that will import Max or Maya-based geometry rather than develop a fully functional editor that has all the features that a good level designer will be used to. Let me tell you, I'm quite familiar with sub-standard editing software and how horrible it can be! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Actually, Zazi, here at Taldren we =are= doing large scale mapping in Maya and in Max... i wish I could show screenshots of how we're using them...
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited September 2003
    I believe the plugin is more aimed at people who want to make compelx prefabs and then export them into Hammer for placement in there map. Not to make a map in MilkShape 3D, even though it would eb possible to do so.

    ~ DarkATi
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    .... you're killing me Plague..... just the mension of such screenshots i can't see drives me nuts....

    Belg
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Yeah, and Unreal Engine stuff is designed to be used hand-in-hand with modeling software anyway... whether as static meshes as seen so far, or as a fully modeled scene pieced together and occluded with properly placed anti-portals.

    Anti-portals rule, by the way. I wish HL had them!
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--KungFuSquirrel+Sep 8 2003, 01:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Sep 8 2003, 01:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Anti-portals rule, by the way. I wish HL had them! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Description?
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Antiportals are basically structures that absolutely occlude. Anything behind them is occluded. Period. You have a big hill in the middle of a big 'room', put an antiportal inside it, and anything on the other side of the hill is occluded. Stuff like that would be sooo useful...
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Belgarion+Sep 8 2003, 02:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Belgarion @ Sep 8 2003, 02:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> .... you're killing me Plague..... just the mension of such screenshots i can't see drives me nuts....

    Belg <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If it's just screens you're interested in, you could stop by <a href='http://www.black-9.com/' target='_blank'>http://www.black-9.com/</a> and see, Belg. I wish some of what I worked on last week were up there, though...
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Plaguebearer+Sep 8 2003, 01:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Plaguebearer @ Sep 8 2003, 01:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Antiportals are basically structures that absolutely occlude.  Anything behind them is occluded.  Period.  You have a big hill in the middle of a big 'room', put an antiportal inside it, and anything on the other side of the hill is occluded.  Stuff like that would be sooo useful...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah, if only somebody was working on a revamped vismatrix calculation tool.... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    I can't make the Half-Life engine occlude during runtime, but I've already planned some new toys for tweaking visibility between leaves in the tool that I'm developing to replace VIS.
  • AkalamanaiaAkalamanaia Join Date: 2003-01-04 Member: 11833Members
    BP i do not care if it takes more time than in hammer!i can't understand a thing from Hammer and this plugin is a lifesaver when im gona map !
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