Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 1 31-01-2003 , 10:12 PM
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Maya into Wolfenstein?

Hi all,

I've been searching for a way to export a model into Return to Castle Wolfenstein from Maya. I would like to use the building in a level.

Does anyone know if there is a way to do this? I love the game and would like to use Maya to make characters or buildings for it.

If anyone has any information I would appreciate it.

thanks,
Dax

# 2 01-02-2003 , 01:53 AM
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which engine does wolfenstein use? is it the q3 one?


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# 3 01-02-2003 , 01:55 AM
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Hi,

I believe it is the Quake 3 engine since it uses a variant level editor (GtKRadiant) of QERadiant

thanks

# 4 01-02-2003 , 02:05 AM
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dont know much about the q3 engine, sorry user added image
if it was half life, then thats easy, but you'd have to use the 3ds plugin or the fbx format


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# 5 01-02-2003 , 02:14 AM
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Hi,

You can export from Maya to Half Life?
I wouldn't mind trying to get my model into Half Life.

If you could tell me how I'd greatly appreciate it.

thanks

# 6 01-02-2003 , 02:21 AM
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its a rather long winded process, and you need 3ds max
but you use something like deep exploration (maybe the A|W 3ds plugin wud work as well) to convert your model into .3ds
in max, you export to the half life engine, that requires a plugin as well, ill see if i can find out what it is, but max is on the other computer
its easy if you have max user added image


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# 7 01-02-2003 , 02:36 AM
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Wow, sounds like quite a process. I think we have Deep Exploration at school (almost positive) so that's no problem.

We don't have max, and since i'm going to school for Maya, probably won't want to model things over again in Max.
If you saw the building I want to use you'd understand why I'm not too excited about building it again user added image

thanks

# 8 01-02-2003 , 02:38 AM
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im pretty sure you can import models into wolfenstein as you can do it with q3, i just dont know how, and not sure if maya would be the best program to use in this situation

sorry i couldnt help more


- Simon

My Website: www.Glass-Prison.com
# 9 01-02-2003 , 03:02 AM
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that's ok thanks. I'll look into Half Life. I'm also going to look into Unreal Tournament 2003, that might be a possibility as well.

thanks

# 10 01-02-2003 , 07:26 AM
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Game editors most often support importing from 3ds and obj formats. Export from Maya to one of these formats then get the Wolfenstein editor. My preference is gtkradiant w/wolfenstein support (any of the recent version of gtkradiant will support wolfenstein). You can make objects in Maya and make them props for RTCW(tables, lockers and so on). I've found it more optimal to create the buildings using the level editor and creating props, weapons, models in Maya. Everyone's workflow is different. The same basic rules of export/import works the same for most games.

A|W's website has a plugin for exporting to 3ds.

https://www.aliaswavefront.com/en/Tmp...nt/3ds_nt.html

# 11 01-02-2003 , 07:39 AM
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Thanks,

I have a large castle I built in Maya. Is this to big to be used in Wolfenstein's editor? I just want to use it as a centerpiece to a map.

thanks, I'm going to get that plugin

# 12 01-02-2003 , 07:51 AM
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Depends.. What is the total poly count? Did you convert it to triangles and use cleanup yet?

# 13 01-02-2003 , 07:53 AM
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Hmm...I'll have to check. I made it a while ago, and I don't believe it's optimized yet. Is there a max polycount?

thanks

# 14 01-02-2003 , 08:20 AM
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Under 1200 is safe for most to be able to get good fram rates. Max high 3000. Can you send me a screenshot of your level so I can get a better idea of how you are setting this up? And the info on your castle?

# 15 01-02-2003 , 04:43 PM
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Hi,

I am trying to find the cd I have this backed up on. I finished it a while ago and just thought about trying to put it into a level. I haven't even started a level for it yet, since I didn't know if I could use it.

I'll keep looking for it.

thanks

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