Quake III export plugin for 3D Studio Max R2 / R3

by Pop N Fresh
pop_n_fresh@telus.net

(c)1999 Kelvin McDowell.
Copywrited Freeware. Redistrute as you wish as long as this archive remains intact.

Archive contains the following files:
Max 2x/ExportMD3.dle
Max 2x/ImportMD3.dli
Max 3x/ExportMD3.dle
Max 3x/ImportMD3.dli
tag.md3
MaxPlugin.html (this file)
mapobject.gif
upper.gif
lower.gif
head.gif

Bug reports / comments / requests / suggestions:

(This is beta 6)
pop_n_fresh@telus.net
or try the webboard at Polycount.

 

How it Works:

Before I explain what all the options do here are a few example screenshots. For exporting the three parts of a player model I used the animation ranges of Visor (from Visor's animation.cfg file and the visor.bip Paul Steed released). You should know what .skin and animation.cfg files are before using this exporter if you're trying to create a player model. I also recommend you read the modeling document that id software released. Polycount is a good modeling info site if you don't know what these things are.


Exporting a mapobject:

Exporting a head:

Exporting an upper body:

Exporting a lower body:


What the Options do:


The Following Frames:

This should be self-explainatory. Let's you select which frames of your animation you wish to export. You can give multiple single frames or frame ranges separated by commas. ie: 8,10,12-34,56,70-90 would be valid.



Only Objects Whose Name Starts With:

Check this option to export only a portion of the objects in your scene. Input a comma delimited list of the start of the names of what you want to export. The exporter will match the object names against the names you supply. If an object's name starts with the same characters as you supplied it will be written to the .md3 file otherwise it will not be. Ex. if you check the option and type h_,u_ only objects with names such as h_head u_larm u_torso etc.. will be written out. All objects with names starting with tag_ will still be written out as tags are handled separately. See the next option desciption.



Only The Following Tags:

Check this option and type in the names of the tags you wish to export. Unlike the above option the name you type and the tag name must be an exact match. If you place tag_dude in the box and have a tag named tag_dudette the tag will not be exported.



Position Relative to Tag:

Writes out positions of exported geometry relative to the specified tag.

The best way to see exactly what this means is to try the following: From a clear workspace load the 'tag.md3' file. Rename the imported tag from tag_ to tag_head. Create a pyramid centered on the origin. Now select both the tag and pyramid and move them away from the origin. Select 'Rotate' and rotate them so that there axis are no longer aligned with the origin.

Export them as an .md3 ('test.md3' might be a good name). Make sure the tag_head radio button is selected and you've renamed your tag to tag_head before exporting. Import the .md3 you just created. The tag is back at the center and your rotations have been lost! This is important as Quake III ignores the tag_head in 'head.md3' and assumes your head has its pivot at the origin. It then uses the tag_head in 'upper.md3' to place your head on the body. It does something simular when placing the torso on the legs.

tag_floor is a special tag that you may wish to add to your scene to make positioning your player model a bit easier. If your player model is not positioned properly it may sink into or hover over the floor when used in Quake III. Create an object and name it tag_floor. Place its origin at the spot that is the center of the floor where your character would be standing on. Make sure its oriented the same way as your character (this is very important). Now if you export the lower.md3 of your model with tag_floor selected under Position Relative to Tag the exporter will automaically adjust the position of the exported model to match where Quake 3 thinks it should be.



Smart Paths:

To use this your directory structure should mirror the Quake III directory structure. ie: your models and textures should be in a models/players/my_cool_model/ directory. If you've done this and have 'Smart Paths' selected the exporter will be able to write proper relative paths for textures to the file. ie: models/players/my_cool_model.tga instead of C:/3dsmax/textures/my_cool_model.tga. Quake III has problems finding things if the paths aren't written in the relative manner, especially with mapobjects.



Ignore Bip :

This is for character studio users. Any subobject in the scene whose name starts with Bip will be ignored by the exporter.



Show Warnings:

Show any warnings. Such as the model lacking normals, having more than one texture coordinate per vertex, etc.


General Notes:


Version Info:

Jan 9, 2000

Jan 5, 2000

Dec 26, 1999

Dec 23, 1999

Dec 21, 1999


Dec 20, 1999


ImportMD3 notes:


ExportMD3 notes: