Custom Content Challenge #1: Modelling Light Sources

Custom Content Challenge #1: Modelling Light Sources

Re: Custom Content Challenge #1: Modelling Light Sources Posted by Addicted to Morphine on Thu Aug 10th 2006 at 1:50pm
Posted 2006-08-10 1:50pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Whoa, I spent a couple minutes searching for this thread on the first two pages of the forum and then I realized it was stickied. I swear stickied threads are camouflaged or something.

Anyway, I originally wanted to post to bump this thread up to the first page, but I guess there's no need now.

I hope people will use this weekend to finish off some more models. We still have 19 days but hey, better sooner than later right?

I'm looking forward to getting mine started as soon as I return home.
Re: Custom Content Challenge #1: Modelling Light Sources Posted by DrGlass on Thu Aug 10th 2006 at 9:47pm
DrGlass
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Posted 2006-08-10 9:47pm
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I'll try and get some pictures from my dad for lights, he works with some really cool "real world" kind of lights in is work.
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Addicted to Morphine on Fri Aug 11th 2006 at 2:13am
Posted 2006-08-11 2:13am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Awesome. If anyone else stumbles upon some useful reference images that they want to share, feel free to post them here.
Re: Custom Content Challenge #1: Modelling Light Sources Posted by reaper47 on Fri Aug 11th 2006 at 1:22pm
reaper47
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Posted 2006-08-11 1:22pm
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Phew, I finished a small model in Blender and managed to get it in-game! Unfortuneately I get a pink checkboard texture no matter how hard I try.

I'll try to make a mini-light series. Mini-spotlights, mini-neon lamps, mini-lightbulps. They're not really small, just not bigger than they have to be. I always found the HL2 lights to be so big that they sometimes don't really fit where you want to put them, so hopefully, I can use this competition to build some alternatives.
Re: Custom Content Challenge #1: Modelling Light Sources Posted by fishy on Fri Aug 11th 2006 at 4:30pm
fishy
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Posted 2006-08-11 4:30pm
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your textures should be in;

[mod]materials/models/snarkpacks/p1_lights

and in your qc file, you would have the line;

$cdmaterials "models/snarkpacks/p1_lights"

you don't state the texture name, as that info gets embedded when you export to a .smd file.
i eat paint
Re: Custom Content Challenge #1: Modelling Light Sources Posted by midkay on Sat Aug 12th 2006 at 7:55am
midkay
398 posts
Posted 2006-08-12 7:55am
midkay
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Gaaaaaaaaaaaah. This is so... confusing...

I've got a texture and I've got a model. Now what? Seriously...

I've applied the texture to the model, exported idle and reference SMDs, set up vmt/qc files, compiled the VTXes (map + normal map)... it's mostly the directory structure that's INSANELY CONFUSING. models/modelsrc/materials/materialsrc and where things go within those, relative paths, etc... GAH.
-- midkay
Re: Custom Content Challenge #1: Modelling Light Sources Posted by midkay on Sat Aug 12th 2006 at 9:09am
midkay
398 posts
Posted 2006-08-12 9:09am
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I got it. I had to remove the models/snarkpacks/p1_lights prefixes from the model paths...
-- midkay
Re: Custom Content Challenge #1: Modelling Light Sources Posted by reaper47 on Sat Aug 12th 2006 at 10:31am
reaper47
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Posted 2006-08-12 10:31am
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I have to try that out!
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Captain P on Sat Aug 12th 2006 at 11:22am
Captain P
1370 posts
Posted 2006-08-12 11:22am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
So, anyone got some more in-game progress so far? :smile:
Create-ivity - a game development blog
Re: Custom Content Challenge #1: Modelling Light Sources Posted by midkay on Sat Aug 12th 2006 at 8:40pm
midkay
398 posts
Posted 2006-08-12 8:40pm
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Mine works but I need to work on it and give it self-illumination, etc.

Maybe a shot later. :smile:
-- midkay
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Stadric on Sun Aug 13th 2006 at 12:19am
Stadric
848 posts
Posted 2006-08-13 12:19am
Stadric
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Mine is having problems with a transparent texture closely behind an opaque texture. I might just fold and reform the whole thing.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Pvt.Scythe on Sun Aug 13th 2006 at 8:08am
Pvt.Scythe
730 posts
Posted 2006-08-13 8:08am
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
Can someone post a working .smd so I can check if my exporter is
working right? I'm getting the pink checker board all the time,
although everything seems fine to me. All the paths .VMTs .QC... I want
to see if the problem is in the exporter.
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Captain P on Sun Aug 13th 2006 at 11:26am
Captain P
1370 posts
Posted 2006-08-13 11:26am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Working .smd? Here's the source of my desk light, including .ms3d files, .smd's and .qc: cap_officelight_source.zip

Hope that helps some. For the materials, if you need those, they come with the model download itself, cap_officelight.zip
Create-ivity - a game development blog
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Pvt.Scythe on Sun Aug 13th 2006 at 1:08pm
Pvt.Scythe
730 posts
Posted 2006-08-13 1:08pm
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
Okay there's nothing wrong with the Blender exporter. The .SMDs are
just fine. After investing 2 more hours to this pink checker board
problem I got it fixed, but I still don't have a clue what was wrong.
Paths were right and I recompiled my test model for the tenth time and
model viewer still showed me the pink checker board. I closed it and
opened up Hammer to see if there's a problem with the .vtf file or the
.vmt and Hammer showed my test texture right. Then I fired up the
Modelviewer again and boom! The damn model suddenly worked... Now only
if I'd knew what I changed...

User posted image

But thank you Captain P. :smile:
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Addicted to Morphine on Tue Aug 15th 2006 at 6:21pm
Posted 2006-08-15 6:21pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Well, I just got home safe and sound from Beijing, so it's about time I downloaded XSI on this computer and got crackin'

Anyone else still workin' on something (or planning to)?
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Stadric on Tue Aug 15th 2006 at 7:29pm
Stadric
848 posts
Posted 2006-08-15 7:29pm
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I'm restructuring my lava lamp, I haven't been able to come up with a texture job that doesn't flicker.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Addicted to Morphine on Wed Aug 16th 2006 at 3:54pm
Posted 2006-08-16 3:54pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
It's taking me forever to get my auth. key for XSI.

I hope it comes reasonably soon, I'm sick of waiting.

Also, Stadric, that guy's reaction in that image is priceless.
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Addicted to Morphine on Wed Aug 16th 2006 at 9:54pm
Posted 2006-08-16 9:54pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Pfff finally. I think AOL filtered out my XSI email, so I had to reregister with my college email address to get the registration key.
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Addicted to Morphine on Thu Aug 17th 2006 at 12:09am
Posted 2006-08-17 12:09am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I'll be modelling this light fixture for the challenge:
User posted imageUser posted imageUser posted image
User posted imageUser posted imageUser posted image

I'll be doing one light and three light versions. I also need how to figure out how to make an "on" skin and an "off" skin. As well as the metallic look.
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Stadric on Thu Aug 17th 2006 at 6:33am
Stadric
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Posted 2006-08-17 6:33am
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I can make a tutorial on multiple skins if you guys want.
Tomorrow, it's too late today.(11:30)
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Addicted to Morphine on Thu Aug 17th 2006 at 12:53pm
Posted 2006-08-17 12:53pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I think it'd be useful. I'd use your tutorial at least :smile:
Re: Custom Content Challenge #1: Modelling Light Sources Posted by fishy on Thu Aug 17th 2006 at 2:47pm
fishy
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Posted 2006-08-17 2:47pm
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in short,

$texturegroup "skins"
{
{ "PRIMARY_TEXTURE.vmt" }
{ "REPLACEMENT_TEXTURE1.vmt" }
{ "REPLACEMENT_TEXTURE2.vmt" }
{ "REPLACEMENT_TEXTURE3.vmt" }
}

replace the CAPS with the actual texturenames.
i eat paint
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Captain P on Thu Aug 17th 2006 at 8:15pm
Captain P
1370 posts
Posted 2006-08-17 8:15pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
I'm quite occupied with my jobs and game project this week, but next week I'll get another model done. :smile:
Create-ivity - a game development blog
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Stadric on Fri Aug 18th 2006 at 5:31am
Stadric
848 posts
Posted 2006-08-18 5:31am
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Looks like Fishy beat me to it. Don't forget, that texture group line, and the accompanying lines have to come right after the "$body" line
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Addicted to Morphine on Mon Aug 21st 2006 at 5:44pm
Posted 2006-08-21 5:44pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
10 days left. I still have my model left to do, and I know there are others with stuff planned. Lets get them all complete so I have enough for a real pack.
Re: Custom Content Challenge #1: Modelling Light Sources Posted by reaper47 on Mon Aug 21st 2006 at 9:49pm
reaper47
2827 posts
Posted 2006-08-21 9:49pm
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I'm trying to get that normal map plugin to work. The texturing is becoming almost the most difficult part!
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Stadric on Wed Aug 23rd 2006 at 3:00am
Stadric
848 posts
Posted 2006-08-23 3:00am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
I've hit a bump in the road. The texture is fine, and applied, and the model shows up and collides right, and all of that. The problem is the alpha in my texture is global; the entire prop in translucent.
This is what my alpha channel looks liks:
User posted image
and this is what my .vmt looks like
"VertexLitGeneric"
{
"$Translucent" 1
"$baseTexture" "models\Snarkpacks\p1_lights\lavalamp"
"$model" 1
"$envmap" "env_cubemap"
"$surfaceprop" "glass"
"$envmapmask" "glass/glasswindowbreak070a_mask"
"$multipass" 1
"$nocull" 1
}

Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Custom Content Challenge #1: Modelling Light Sources Posted by midkay on Wed Aug 23rd 2006 at 3:08am
midkay
398 posts
Posted 2006-08-23 3:08am
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Stadric: so your Alpha channel isn't working? Have you saved the TGA as 32-bit, as I described above to somebody (was it you?)?
-- midkay
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Stadric on Wed Aug 23rd 2006 at 3:29am
Stadric
848 posts
Posted 2006-08-23 3:29am
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Yeah I did, and the alpha is working, it's just that the whole model is transparent.

I got rid of nocull and multipass, since I don't need them.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Slackiller on Tue Aug 29th 2006 at 1:55am
Slackiller
51 posts
Posted 2006-08-29 1:55am
51 posts 723 snarkmarks Registered: Sep 1st 2002 Location: Pa. USA
I guess this will be ending soon. Here is my zip of the model I made.

http://www.slackiller.com/downloads/models/snarkpack_model.zip

the raw image
User posted image

The finished model images
User posted image
User posted image
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Naklajat on Tue Aug 29th 2006 at 2:33am
Naklajat
1137 posts
Posted 2006-08-29 2:33am
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I'll try to crank something out in the next two days...

/me is a lazy procrastinator

o

Re: Custom Content Challenge #1: Modelling Light Sources Posted by Stadric on Tue Aug 29th 2006 at 3:03am
Stadric
848 posts
Posted 2006-08-29 3:03am
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I have yet to fix my alpha woes, but I will host the model nonetheless if I can't fix it in time.

I can work without transparency.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Addicted to Morphine on Wed Aug 30th 2006 at 3:23pm
Posted 2006-08-30 3:23pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Hi everyone,

I'm still in Bermuda, and will be here until September 3rd, but as soon as I get back I'll be sorting out the final models and zipping them all up into one pack. So, until I get back on September 3rd you can still post final images and a link to the model. If any of you need a download link you can send it to me via my email address (check the first page) and I'll host it.

I don't have time to catch up on anything else on the forums, but I just wanted to let you guys know that even when I was on vacation, I had you guys in mind :smile: <br style="color: white;">
Re: Custom Content Challenge #1: Modelling Light Sources Posted by reaper47 on Sat Sep 2nd 2006 at 8:47pm
reaper47
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Posted 2006-09-02 8:47pm
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My quest to make a collection of "slim" versions of common light fixtures turned out to be about 100 times more work than I expected. If the September 3 date is correct then I can still present one of the planned lights: A simple halogen spot light that can be stuck to almost any ceiling (or floor... or whatever).
Of course nice and small (8x8x1). Also rather low poly. You should be able to use dozens of these without any performance loss. There's even a low detail version (although the "high" detail version is very low-poly too) Some pics:

User posted image
User posted image

off-version:
User posted image
User posted image
User posted image

I'll upload a zip hopefully today.

PS: Blender is great. I finally know all the basic stuff. Maybe I'll try a Blender/HL2 tutorial.
Re: Custom Content Challenge #1: Modelling Light Sources Posted by reaper47 on Sat Sep 2nd 2006 at 10:12pm
reaper47
2827 posts
Posted 2006-09-02 10:12pm
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Alright, here's the zip-file.
I hope everything is in place. Chances are that's not the case as my Source engine modeling experience is rather zero-ish.

http://mitglied.lycos.de/reaper47/minispot.html
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Unbreakable on Sat Sep 2nd 2006 at 10:18pm
Unbreakable
56 posts
Posted 2006-09-02 10:18pm
56 posts 16 snarkmarks Registered: May 26th 2005 Occupation: Cook Location: Canada
neat thread!

I'm just wondering about lights for hl1.. is there a easy way to make a light switch on, or off.
The only way I thought of was to have a sequence... mm, hard to explain..
the on texture would be additive, and what the sequence would do, is push the additive texture forward, and the non additive back... do you guys know what I mean? it would appear like its switching off and on because the sequence would only contain two frames. If anyone has a better idea, let me know.. thanks.
Re: Custom Content Challenge #1: Modelling Light Sources Posted by reaper47 on Sat Sep 2nd 2006 at 10:29pm
reaper47
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Posted 2006-09-02 10:29pm
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I must say that's quite off-topic... but there are on/off states for textures in HL1 (it's done via the texture name with an ending like _a _b or so, I can't remember) You should be able to use that for light textures, too, although its mainly meant for red/green states of buttons (func_button). Texlights wouldn't work then, I guess. You'd have to add a light entity manually and switch it on and off.
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Pvt.Scythe on Sat Sep 2nd 2006 at 10:33pm
Pvt.Scythe
730 posts
Posted 2006-09-02 10:33pm
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
I didn't have my own computer last week so I guess I'll have to pass
this challenge. There's no way I can do an unwrap for all of the models
and paint it in time. So I guess I'm waiting for this months modeling
challenge then and see if I have better luck. Damn school always
interfering with ones life...
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Unbreakable on Sat Sep 2nd 2006 at 10:39pm
Unbreakable
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Posted 2006-09-02 10:39pm
56 posts 16 snarkmarks Registered: May 26th 2005 Occupation: Cook Location: Canada
no, no.. I mean for a model... not for half-life levelediting.. lol I've been mapping for 4 years, soo.. lol.

Check my map.. you'll see then.. lol

Anywhos, ya, I was talking about a light model for half-life 1.
Re: Custom Content Challenge #1: Modelling Light Sources Posted by reaper47 on Sat Sep 2nd 2006 at 11:10pm
reaper47
2827 posts
Posted 2006-09-02 11:10pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Sorry for the misunderstandings, unbreakable. I think brushes are fine for HL1 lights, so I didn't even think of using one for the HL1 engine. :heee:

________________________________

Pvt.Scythe, add your models to this section even if the snarkpack deadline has passed:

http://www.snarkpit.net/editing.php?game=HL2&page=files&type=models

I didn't even know Snarkpit had a proper modeling section until I searched this site a little closer for this competition. Would be nice to see the model section fill!
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Unbreakable on Sun Sep 3rd 2006 at 12:46am
Unbreakable
56 posts
Posted 2006-09-03 12:46am
56 posts 16 snarkmarks Registered: May 26th 2005 Occupation: Cook Location: Canada
lol, yep, thats no problem. :smile:

well, anywhos.. I'm going to give it a try.. i don't know much about animating.. but it's time I learn :biggrin:
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Pvt.Scythe on Sun Sep 3rd 2006 at 6:08pm
Pvt.Scythe
730 posts
Posted 2006-09-03 6:08pm
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
Sorry for the misunderstandings, unbreakable. I think brushes
are fine for HL1 lights, so I didn't even think of using one for the
HL1 engine. :heee:

________________________________

Pvt.Scythe, add your models to this section even if the snarkpack deadline has passed:

http://www.snarkpit.net/editing.php?game=HL2&page=files&type=models

I
didn't even know Snarkpit had a proper modeling section until I
searched this site a little closer for this competition. Would be nice
to see the model section fill!
Damn I didn't even know such section exisisted. :biggrin:
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Addicted to Morphine on Sun Sep 3rd 2006 at 6:54pm
Posted 2006-09-03 6:54pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Yeah -- all of you who did models, feel free to upload them individually to the website. In the meantime I'm going to be putting together a zip of all the lights.

I just got home from the airport, so give me a few minutes and I'll get it done.

Additionally, I'm slightly embarrassed that I didn't get my model done, so my apologies for that.

Anywho, off to download all the models!
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Addicted to Morphine on Sun Sep 3rd 2006 at 8:14pm
Posted 2006-09-03 8:14pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
As it stands I have submissions from: Stadric, Cap P, Fishy, Slackiller, and Reaper.

If anyone forgot to submit, please do so now.

I'll have the pack up for upload in the next day or two.
Re: Custom Content Challenge #1: Modelling Light Sources Posted by BlisTer on Tue Sep 5th 2006 at 10:12pm
BlisTer
801 posts
Posted 2006-09-05 10:12pm
BlisTer
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i remember someone mentioning you can translate autocad models into halflife models, but i don't remember the specifics. anyone can fill me in ? you still need XSI/maya/3dsmax in the process or not ? it's just that i'm learning Autodesk Inventor at work, and i find it really handy to work with.
These words are my diaries screaming out loud
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Crono on Tue Sep 5th 2006 at 11:41pm
Crono
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Posted 2006-09-05 11:41pm
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Auto Desk's AutoCad can output to 3DS Max. So, I imagine it can either be exported directly using a plug-in, or can be exported from Max.
Blame it on Microsoft, God does.
Re: Custom Content Challenge #1: Modelling Light Sources Posted by reaper47 on Wed Sep 6th 2006 at 2:24am
reaper47
2827 posts
Posted 2006-09-06 2:24am
reaper47
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Isn't the AutoCAD format quite a standard itself? I wouldn't be surpised if there was a built-in importer for AutoCAD files in most 3D programs (even the ones with a HL2 export plugin). Try browsing their sites.

There are import options for many formats in Blender for example. Is *.ac AutoCAD? Blender has it on its list.
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Crono on Wed Sep 6th 2006 at 4:36am
Crono
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Posted 2006-09-06 4:36am
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autocad generally uses the DWG format for files.

But, seriously, it's just that: a format. I don't see why there isn't something that can't convert it, or at the least, read it.
Blame it on Microsoft, God does.
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Captain P on Wed Sep 6th 2006 at 8:40pm
Captain P
1370 posts
Posted 2006-09-06 8:40pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
I might not remember correctly, but we once worked with some engineers who used Inventor. The format they used was some obscure one that I only found one commercial convertor for. I also found some half-hidden specifications for the format, and it turned out to be one mess of different 'entity' types (lines, meshes, nurbs, whatever else). In the end I just remodelled their stuff.

Morale of the story: only start using such tools once you found a decent convertor. :wink:
Create-ivity - a game development blog
Re: Custom Content Challenge #1: Modelling Light Sources Posted by Addicted to Morphine on Thu Sep 7th 2006 at 2:02am
Posted 2006-09-07 2:02am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
The custom content challenge is over, and Captain P, fishy, reaper47, Slackiller and Stadric all took the time to submit their work. Good job guys!

Read about the challenge and take a look at the WIP shots here.

Download temporarily removed to fix some problems.

Stay tuned for more!