STEP 2. Texturing and Export

You probably want Windows DDS thumbnail support (so you can see a folder of images without having to open them all):

like so http://www.pkeuro.com/images/modding/ddsthumbnails.gif

http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/Tools/TextureViewer.asp

Get the DirectX SDK (Summer 2004).

You will also need Maya 6.0 or above for CAD DDS support. http://www.carbonation.com/maya/

You will need to unpack game packs via Paineditor. File|Extract Game Data.

Your map textures will now be found in \data\textures\levels\.

Reference them in Maya 6.0 via the HyperTexture tool.

You will also need to activate the plugin, place in [maya install]\bin\plugins

Plugins are supplied by PCF in the editor package.

Within Maya go Windows|preferences|plugin manager and activate the plugin by clicking autoload and load

STEP 1. Map Geometry Conversion

Methods of converting wireframe geometries into Maya.

http://www.pkeuro.com/images/modding/convert.gif

QUAKE/QUAKEWORLD
================

1. Convert BSP into MAP using BSP2MAP tool. Open PAKs using Pak Explorer/Quark, or look in ID1\Maps\

2. Open MAP using Right Hemispheres – Deep Exploration (2.0 or higher). Save as .obj

3. Import OBJ into Maya.

4. Set View|Camera Settings| Perspective off. Press 6. Use View|Camera Tools|Zoom Tool.

5. Set scale 1.2 1.2 1.2 , rotation 90 0 0

6. (Assuming youve loaded the plugin by now) File|Export All, and save the MPK file to data\maps\

7. Open Paineditor with a New Level… under templates add at least one Gameplay|playerrespawnpoint.

8. Make sure you Save All as DM_* … it needs to be DM_ for PK to recognise it as an MP map.

QUAKE3
======

1. Open PK3 files using Winzip. Find BSP files.

2. Open AC3D, open the BSP file and save as 3DS file.

3. Import 3DS into Maya.

4. Set View|Camera Settings| Perspective off. Press 6. Use View|Camera Tools|Zoom Tool.

5. Set scale 1 1 1 , rotation 0 0 0 (not checked)

6. (Assuming youve loaded the plugin by now) File|Export All, and save the MPK file to data\maps\

7. Open Paineditor with a New Level… under templates add at least one Gameplay|playerrespawnpoint.

8. Make sure you Save All as DM_* … it needs to be DM_ for PK to recognise it as an MP map.

Alternatively

1. Use GTKRadiant/Q3Radiant to open the BSP files.

2. Export as OBJ… open in Maya.

3. (alternative) Convert to ASE using GTKRadiant. Use the ASE2MPK file converter supplied by PCF.

5.5 TEXTURE (see step 2.)

6. (Assuming youve loaded the plugin by now) File|Export All, and save the MPK file to data\maps\

7. Open Paineditor with a New Level… under templates add at least one Gameplay|playerrespawnpoint.

8. Make sure you Save All as DM_* … it needs to be DM_ for PK to recognise it as an MP map.

UNREAL TOURNAMENT
=================

1. Use GTKRadiant/Q3Radiant to open the MAP files.

2. Export to OBJ

3. Import OBJ into Maya.

4. Set View|Camera Settings| Perspective off. Press 6. Use View|Camera Tools|Zoom Tool.

5. Set scale 0.1 0.1 0.1 , rotation 0 0 0

5.5 TEXTURE (see step 2.)

6. (Assuming youve loaded the plugin by now) File|Export All, and save the MPK file to data\maps\

7. Open Paineditor with a New Level… under templates add at least one Gameplay|playerrespawnpoint.

8. Make sure you Save All as DM_* … it needs to be DM_ for PK to recognise it as an MP map.

DOOM 3
======

1. Use GTKRadiant/Q3Radiant to open the MAP files.

2. Export to OBJ

3. Import OBJ into Maya.

4. Set View|Camera Settings| Perspective off. Press 6. Use View|Camera Tools|Zoom Tool.

5. Set scale 0.1 0.1 0.1 , rotation 0 0 0 (not checked)

5.5 TEXTURE (see step 2.)

6. (Assuming youve loaded the plugin by now) File|Export All, and save the MPK file to data\maps\

7. Open Paineditor with a New Level… under templates add at least one Gameplay|playerrespawnpoint.

8. Make sure you Save All as DM_* … it needs to be DM_ for PK to recognise it as an MP map.

NOTES
=====

If you are a fan of any of the parametric tools such as Pro Engineer or Solid Works, you can load up the geometry via STL files. You can export these from most programs, but you can also use Crossroads (link) as a common interface.

Site Changes

You may have noticed some smaller site changes on the right hand side. This is a move to the more open structure of the site where users can contribute a lot more to adding in opinions and news, something which is a standard feature on d3euro and q4euro.

Simply log in and you will have access to the site control panel from which you can add articles and news.

Have fun 🙂

Winter

Now that DOOM 3 will not be the game to be used in the CPL World Tour, theres been a lot of speculation as to what game will be used. There is currently 2 favorites: Painkiller & UT2004. The CPL have already said that it will not be Quake 3, and it wont be CS.. as thats a team game only.

Today I got informed by Stermy the Italian PK player, about a couple of threads over at the CPL forums. One thread was made in the Painkiller section to get Painkiller picked, and one was in the UT2004 section to get UT2004 picked. As you will see, UT2004 had way more people replying to vote for it to get picked, where-as Painkiller only had about 4 replys. So, Im posting it here, to get all of you Painkiller fans to give Painkiller the support it deserves. Just post to say you would like to see it at the CPL, and why. It will do the game a tremendous amount of good if it does get chosen, so lets help it.

The Painkiller thread at the CPL forums can be found here, and the UT2004 thread can be found here.

What are you waiting for? POST!

Chains.Mod Interview..

Today, I got the chance to catch up with Yar, the Lead Programmer of the upcoming Painkiller MOD; Chains.MOD, and ask him a few questions. Theres alot of speculation over this MOD, as weve seen a couple of good looking screenshots, showing off the new hud and stuff. Heres what Yar had to say:

pkeuro: Hi Yar, could you please firstly tell us a little about the team currently hard at work on the Chains.MOD, and what visions lie behind the creation of this MOD?

Yar: So, our team currently includes 4 people: I am the lead programmer – client side, kAzu – 2nd Lead programmer & bussines, Soft – server side, gameplay programmer and StR4y – 2d graphics. Our target is to create a mod similar to Q3 OSP – with lots of features, tweaks and bug fixes. Painkiller is a very good game but it requires some tweaks – like advanced hud configuration, remote console, admin/referee, pause match or lock teams.

pkeuro: How will the Chains.MOD help create a new experience and improve Painkiller?

Yar: Chains.MOD is adding a lot of features. eg. ammolist, timer, time & date, team scores on hud in tdm (and you can set position, size & turn on/off all of them) setable position of messages, team reports – with hp/armor ammo etc and much more – this will create a more player-friendly game and make it easier to adjust Painkiller to our requirements. Maybe we will tweak weapons a little to improve balance also. This is all very important to create good multiplay in my opinion. 🙂

pkeuro: Some say mods destroyed the Q3 community by fragmentation, are you doing anything to prevent this happening again with Painkiller?

Yar: We really dont want scene fragmentation.

pkeuro: What is the current status of development, and when do you think your MOD will be ready for release?

Yar: “Public release will be probably be in 1 week.” This is all i can say 😛

pkeuro: Thanks for your time Yar, and good luck.

Yar: NP. Luck will be useful ;] Thanks.

Extras: Screenshot1 | Screenshot2