Game Development Community

Mac modeler/maps

by Adam Salter · in Artist Corner · 04/23/2003 (8:39 pm) · 8 replies

Hi,

My creative team all use Macs and I would like to go with Torque but I need to know that our models will work...

Can somebody confirm:
- Blender models to Torque?
- GTKRadiant to Torque?

Both Blender and Radiant are free high quality tools available for Mac, but I need to know there is a conversion path...

TIA,
Adam
Ps I have read the Torque getting started info etc
Pps Even a general "should be able to work" is fine. I'm happy to do some legwork of my own.

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  • Cross-platform modelers

  • #1
    04/23/2003 (9:27 pm)
    EEEWWW Mac.

    Thats all im going to say.
    #2
    04/23/2003 (10:13 pm)
    GTKRadiant -> Dont think so...

    Blender -> Yes, Im pretty sure, there was some discussion about it, and there is a folder in the code for it (the exporter)
    #3
    04/23/2003 (11:03 pm)
    @Dylan
    How can I confirm that Blender export will work without purchasing Torque?


    PS @Rasulis
    Don't need any stupid comments about Macs, anybody reading Slashdot knows better. Certainly prefer them over Windows (but you don't always get to choose - read almost never). Great laptops. And Torque is advertised as cross-platform. If you are a bigot I would say you are in the wrong crowd. (Sorry just not in the mood for Mac vs. PC stuff - too 90's - sounds like Apartheid or something...)
    #4
    04/24/2003 (7:58 am)
    Greetings!

    Blender
    There was some work being done on an exporter, but I believe it has lost its momentum. AFAIK, the only completely-Mac modeling solution is to use LightWave 7.5. With the current version of the exporter for the Mac, you may export static objects. With the next version (due any time now) you'll be able to export animated objects (such as players).

    GTKRadiant
    I don't have any personal experience with it, but I do believe that others have used it to create MAP format files. The problem that I've heard is the MAP2DIF conversion utility, which does not run on the Mac without some changes (I believe someone has made those though).

    Another issue with GTKRadiant is its license, or so I've heard. Make sure the license allows you to create commercial products.

    - LightWave Dave
    #5
    04/24/2003 (9:06 am)
    I am currently knee deep in adding GTKRadiant .map (quake3) support to map2dif. I'm not sure how cross-platform compatible map2dif's code but with some help I'm sure I could get it to work on Macs. I'm not going to promise a time-frame but if I had to guess I would say I'll have something usable (but limited) in a couple of weeks. Please feel free to send me any sample or test maps you want to see running so I can work towards supporting all the features you might want to use.

    I am concerned about the licensing issue as well but with GG help we might be able to get an exception or at least a deal with id software. I figured I'd cross that bridge once I had something usable.
    #6
    04/26/2003 (6:31 am)
    @David,
    Lightwave sounds great but none of us have a copy...
    @Matthew,
    Sorry no maps as yet... I'm doing my research ATM. If "map2dif" doesn't work on Macs its not a huge deal as long as the artists can use Radiant to create maps - licencing is problematic of course. (I may be able to work on getting it to run under OS X later - definately not for two months though)

    Hmmm... so it's two definite maybe's.

    Blender maybe.
    Radiant maybe.

    The great thing about both of these products is that A. they are cross-platform and B. they are free.
    Both of which are good in the spirit of GG....

    For the record I've decided I'm going buy Torque and see how far I can take these tools...
    With any luck it will mean that Linux users will get a look in too (as both Radiant and Blender are available for Linux as well).

    Sounds good enough to go with. If we do have to use other tools in the end so be it (though it burns my buns - don't get me wrong, Milkshape et al are really great, but they _only_ run under Win, which burns my poor altruistic soul)...

    Anyway if anybody wants to know how far I've gotten feel free to email me, adamDOTsalter saplingdesignDOTcom.

    Thanks everybody for the info,
    #7
    05/11/2003 (6:54 pm)
    Hey i am using a mac and i have sorta the same problem i need to convert my 3dmf files to dts or max so that i can sumbit them to the realm wars project. I am not trying to hijack this thread or anything but i would like to know.
    #8
    05/13/2003 (6:37 pm)
    Maybe I'm wrong, but you can look at 'MeshWorks', it will read in your 3DMF files, and then you could export them into 3DS. I haven't had the opportunity yet to do something like this, so I'm not sure how clean this would work (if at all).

    linkage : http://www.codenautics.com/meshwork/