gmax does not have a q3 mapping add-on. gmax requires add-ons to understand specific file formats used by various games. The q3a add-on is called 'tempest'
This add-on was created primarily to export from gmax files to .md3 files. I'm not sure, but from what you guys have been saying I'm assuming tempest can also export gmax files to q3a .map files. If this is the case, I still maintain that it's a secondary function of gmax. It's doubtful that tempest, or any plugin for that matter, could surpass a native editor. q3radiant, and now gtkradiant have been in development for years, specifically for the Q3A engine - same thing with Worldcraft. I'm not ripping on gmax! I think it's a wonderful program that'll do a lot to help the mod community. If you've started a mod team, you will know how difficult it is to get modelers. Coders, mappers, and artists are a dime a dozen (well maybe not GOOD coders, mappers, or artists :) ) but even an intermediately skilled modeler is hard to find. I'm just saying that we shouldn't pitch gmax to Valve as map editing program when it's primarily going to be used to create models. In my opinion it'd be a waste of time if Valve's Half-Life gmax plugin had lots of mapping features at the expense of bare-bones modeling support. david -----Original Message----- From: andrew Spiering [mailto:[EMAIL PROTECTED]] Sent: Wednesday, December 19, 2001 9:35 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] VALVe: GMAX? I disagree, I do not thin gmax was just made for the sole purpose of modeling or they would not have push the q3 mapping add-on tool. I think it's a product that does a good job with its mapping and I think if a add-on for hl mapping was made it would make things a lot easier. Wacko -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Neale Roberts Sent: Tuesday, December 18, 2001 11:20 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] VALVe: GMAX? I totally agree with this. Worldcraft is an excellent map editor <coughautosavecough>, that was designed specifically for Quake-type editing, and modified for Half-Life. As such, it's near-flawless for HL map editing. Using GMax for map editing just introduces problems. Keep it for modelling, that's what it's designed for. ----- Original Message ----- From: "Dynerman David M" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, December 19, 2001 5:58 AM Subject: RE: [hlcoders] VALVe: GMAX? Just pulling quotes is a little misleading... Discreet has always billed 3dsmax (and consequently gmax) as a level editor and a model editor. The fact is that at the most basic level, 3dsmax, or gmax, dumps information about a 3d design to a file. Examining the filespec would allow someone to simply write a .3ds->.map converter, which you could run through the tools to get a .bsp Back in the day, before there were map editors for Quake 1, people usually just mapped in 3dsmax, then exported it to whatever engine was being used. With the advent of free mapping programs, the use of 3dsmax returned to pure modeling. There are issues above and beyond a .3ds->.map converter. I doubt 3dsmax is aware of the different entities in different games, how to properly place lights, etc. It's a very general 3d visualization tool that has been hijacked by the gaming community :) gmax is probably billed as level editor to increase its value as a product. We already have free mapping programs, what we need are free modeling programs, and that's where I see the chief benefit of gmax. David -----Original Message----- From: Tim Holt [mailto:[EMAIL PROTECTED]] Sent: Tuesday, December 18, 2001 4:23 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] VALVe: GMAX? Nother quote... "Save time, money and energy by concentrating on building your games instead of maintaining a proprietary level editor." John Newfield wrote: > Uhm what? GMAX is primarily aimed at modellers, mapping is a possibility but > that isn't what GMAX is for. > > I'm not a big modeller so I can't really answer the question, but I just > thought I would clear this up. > > ----- Original Message ----- > From: Tim Holt <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Tuesday, December 18, 2001 2:45 PM > Subject: Re: [hlcoders] VALVe: GMAX? > > > >>Just give us the fabled GearCraft :^) >> >>Really I think what most mappers would say is "I want WorldCraft, but >>also add..." and then some features. Like better leak file tracing >>(visualize in 3d rendered mode), option to display models in-editor >>(like sprites now), better abstract view of entity relationships to >>handle complex setups, ability to toggle sprite view of ents (as defined >>in FGD) on and off, ability of different RMF files to maintain their own >>"These are the texture files for this map" info, better management of >>large texture collections, etc. etc. >> >>GMAX is cool, but really, what's it got over WC? Editing models, etc. >>is nice, but 95% of mappers are just that - mappers. Not modelers, etc. >> >>Waldo >> >>Eric Smith wrote: >> >> >>>What do you want to see out of GMAX? >>> >>> >>> >>>-Eric >>> >>> >>> >>>-----Original Message----- >>>From: Eric Smith [mailto:[EMAIL PROTECTED]] >>>Sent: Monday, December 17, 2001 4:56 PM >>>To: '[EMAIL PROTECTED]' >>>Subject: RE: [hlcoders] VALVe: GMAX? >>> >>>We're looking into it. >>> >>> >>> >>>-Eric >>> >>> >>> >>>-----Original Message----- >>>From: Nathan Taylor [mailto:[EMAIL PROTECTED]] >>>Sent: Monday, December 17, 2001 4:48 PM >>>To: HLCoders >>>Subject: [hlcoders] VALVe: GMAX? >>> >>>VALVe, >>> >>> >>> >>>Are there any plans to release gmax support for half-life. I know many >>>people would love you if you did. I'm also aware of the evident cost >>>issue so it is your call. >>> >>> >>> >>>- Thanks >>> >>>--------------------------------------------------------------------- --- >>> >>> >>>Regards, >>> >>>Lakario >>>ModDev.net <http://www.moddev.net/> >>>ICQ: [Status] <http://wwp.mirabilis.com/scripts/Search.dll?to=101390922> >>> >>> >>>--------------------------------------------------------------------- --- >>>Get more from the Web. FREE MSN Explorer download : >>> > http://explorer.msn.com > >> >>_______________________________________________ >>To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: > >>http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

