I would drop Radiant a long time ago as it’s one of the worst tools I’ve ever seen and had to work with. The editor itself is not bad but the Gtk GUI is the real "challenge". I don’t understand the idea of bringing slow and painful Linux GUI to Windows that offers much better and faster solutions. On the other hand I’m happy that it’s Gtk not QT.
There’s no doubt that it takes several times quicker and more comfortable to model the whole level in programs like 3ds but finally you always need to import your work in Radiant and then the real problems start
I was trying to find an alternative to Radiant but nobody could answer the question what happen if I import the whole level as an ASE model. http://www.splashdamage.org/index.ph...29387899e75c75
It took me about 3 days to model the whole map in 3D modeling program and almost 2 months to do the same thing in Radiant. The funny part is that at the end I reached q3map2 compilation limits and had to convert half of my map back to models.
I think, than the most effective way of building maps today is to create basic structures in Radiant and next to fill the map with ASE models; but you have already came to this yourself
Don’t try to use the MD3 exporter from Gmax because it’s broken.
This one should help you if you really need to create MD3 models:
But you only need them for moving elements like doors, platforms etc. ASE models are useful for static geometry.
ASE models are vertex lit by default but if you want them lightmapped you need to add the
“spawnflags” “4” key to the misc_model entity. See the fist SD link for details.
Alternatively you can modify entities_mp.def or/and entities_sp.def files and change the line:
/*QUAKED misc_model (0.2 0.2 1) (-16 -16 -16) (16 16 16)
/*QUAKED misc_model (0.2 0.2 1) (-16 -16 -16) (16 16 16) x autoclip lightmap
The new "lightmap" button will appear in misc_model entity window and you won’t need to modify/learn/create any shaders.