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  • #31
    Originally posted by yogi_berra View Post
    Anyway, the condition still stands if any artist chooses to use Max, Maya, or Softimage with that format.
    Who would want that anyways j/k

    You can convert Doom3's md5 easily to iqm though, and for that there are several exporters for those programs mentioned available AFAIK.

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    • #32
      Valve's smd for Half-life is convertible too

      (damn I hate that edit limit)

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      • #33
        Originally posted by yogi_berra View Post
        Nor will cloning existing game code, unless you are attempting to accomplish the same thing.



        That would be condition 3, but the IQM "solution" is rather convoluted. You're exporting to an intermediate format and then "compiling" the model out of that format.
        You can export directly to the IQM format out of Blender as well, no other compilation is necessary.

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        • #34
          Originally posted by Irritant View Post
          You can export directly to the IQM format out of Blender as well, no other compilation is necessary.
          Phoronix's 1-minute edit limit at work.

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          • #35
            what the problem? "421 Too many users"

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