3ds import in rfeditpro

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Veleran
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3ds import in rfeditpro

Post by Veleran » Sun Jan 07, 2007 4:45 am

i make dungeons with bsp brushes and because i am limited in shapes,
the levels look bloky.

I cant use staticmeshes instead,because they dont have the nice shadows of bsp
and-does the staticmesh floor give to an actor that walks on it the ambientlightfromfloor lightning?

The editor can already export as 3ds.
Could we import 3ds meshes in RFeditpro and use them as bsp geometry?
Is this feature low in the todo list?

Jay
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Post by Jay » Sun Jan 07, 2007 7:10 pm

There is no real need, because Milkshape has a feature to export to 3DT...
Everyone can see the difficult, but only the wise can see the simple.
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AndyCR
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Post by AndyCR » Mon Jan 08, 2007 1:16 am

Correct, and there is a major design issue that bars raw 3ds here. This engine uses BSP for level geometry. This bars any non-convex shapes, which is nearly all meshes. A concave (opposite of covex, and thus not allowed) object looks like this:

Code: Select all

 
|------|
|       /
|      /
|      \
|       \
|------|
 
Translation: Any object on which any face can see another face ON THE SAME OBJECT is not allowed. This object could be fixed by splitting it into two objects, like this:

OBJECT 1

Code: Select all

 
|------|
|       /
|      /
|----|
 
OBJECT 2

Code: Select all

 
|----|
|      \
|       \
|------|
 
You would have to split the mesh into multiple convex sections, and as you can see, that would be a lot of work - thus it would be less work to just rebuild it inside the editor. You CAN, however, use a staticmesh or staticentityproxy entity to place the 3ds file (after you convert it to a .act file) directly in the level, concave or not. Which one to use depends on the situation; you can find a comparison of the two here: http://www.freewebs.com/andycr/staticmeshes.htm

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gamemakerg
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Post by gamemakerg » Thu Jul 12, 2007 5:24 pm

sorry to bring this up after so long :oops: but why not i don't have the money right now to spend on milkshape. How would you convert it into an actor anyway? :?: :?:

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AndyCR
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Post by AndyCR » Thu Jul 12, 2007 6:49 pm

I'm pretty sure Gmax can import 3ds, and from there you can export an RF model.

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gamemakerg
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Post by gamemakerg » Thu Jul 12, 2007 11:02 pm

thanks

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