NOTE : Although Blender, as mentioned above, can be set to the same 'major' grid unit size as the Quake and Doom editors it's minor units are divided by '10' rather than '8'. Incidentally, the default grid setup in Doom3 Radiant is '8' minor units (lighter coloured grid lines) per one major (the darker grid lines). Change ' Spacing' to ' 8.00' and max out the ' Clip End' value.ĭesign notes : If you need to go even bigger, because you're working on a terrain for instance, setting the spacing to larger sizes ('64.00') will also work although you may need to import a sizing block as mentioned below so you're better able to keep relative size between brushwork objects and models correct.Ĭonversely, if you need greater precision using smaller values will also work - divide the grid setting ('8') by two ( or any 'power of 2' subdivision) so you keep the relationship between Blenders grid and Doom 3 editor grid correct.Īnother way to get your sizing info is to draw out a standard fixed block in Doom 3 Radiant, 128x128x128 for example, and then export that block to an OBJ model (select the object : menu > select > export > OBJ) which can then be subsequently imported into Blender or the modeling app you're using.
How to use doom 3 map editor windows#
To match the default QeRadiant and GTK Radiant grid settings in Blender, open the " View Properties" panel by clicking the " View" menu in the 3D windows header area and selecting " View Properties" - " View > View Properties". NOTE : The grid currently only displays correctly in Orthogonal views (top, front and side views), the 3D viewport displays the grid settings incorrectly so it appears that you may be working on the wrong grid settings when in fact you are not.Ĭhanging GRID setting, " Spacing: 8.00" for idtech This in theory means when you start to model you'll basically be using the same units of scale as Doom 3 so objects will match.ĭesign note : As of Blender 2.43 the minor grid spacing can be changed to use a different subdivision (" Divisions") from the default ' 10' - that is, the grid itself can display different subdivisions. View Properties & grid settings ^īlender has this neat little feature, that usually goes unnoticed, which can be tricky to set up in other 3D app's you can set the grid to mirror the unit based measurement system of Quake 3 and Doom 3 by altering the ' Spacing' info (highlighted in green opposite) of the background grid plan. These actions will be covered in more detail below, but suffice to say now, using either/or has the same end result a model in the map. The other is to place a func_static into the level, loading the asset 'on' to the entity QuakeEdit no longer loads models using the misc_model entity. One is to 'load' an asset using the editors default model viewer. QuakeEdit essentially has two ways of loading models in to maps as they're being built. To export ASE using newer versions of Blender and scripts click here.
The following tutorial was written using USMExport as written for Blender 2.45 so certain features and options may have since changed and or been removed or improved. The following tutorial will explain the process of getting 'static' models from a 3D modeling program into QuakeEdit and the games it supports so you will need a working knowledge of both QuakeEdit (the game you're editing) and a 3D application - whether that's Blender, Maya, gmax, Max et-al.