Google Earth to 3DS Using 3D Ripper DX

View previous topic View next topic Go down

Google Earth to 3DS Using 3D Ripper DX

Post by Upreeyss on Mon 14 Apr 2014, 7:43 am

In my last post, I described how to export geometry from Google Earth into an OBJ file, using GLIntercept.  And despite the lengthy setup instructions, that is a solid approach to capturing geometry from OpenGL applications.  However, there is no direct way to export the geometry with the texture data/coordinates mapped automatically.  For my purposes, the goal remains to export a city from Google Earth into a modeling application.  And while Google Earth does NOT have stellar textures by any stretch, it would be nice to have these included in the exported model.
3D Ripper DX seems to do exactly that, and the setup time is incredibly faster.  In just a few minutes I was able to follow this video tutorial to capture, export, and import an entire neighborhood, with textures, into 3D Studio Max.



 
As you can see the textures aren't really that great, but it is perhaps better than none at all!  Also, based on the instructions given in the video tutorial, I might be able to capture crisper textures if I play around with it a bit more.  The only other downside (for me) is not knowing how to use 3D Studio Max, at all, but that is obviously a personal issue.
Up next?  Exporting this bad boy into UDK.  :)
Here is another video that you may also find useful by Paul Fatkins:
avatar
Upreeyss
Known
Known

Messages : 16
Glasses : 80
Standing : 42
Registered : 2012-05-05

Back to top Go down

Re: Google Earth to 3DS Using 3D Ripper DX

Post by Upreeyss on Mon 14 Apr 2014, 7:45 am

Downloads

 
RTCW Mapping Tools

  • GtkRadiantSetup 1.5.0
  • GtkRadiantSetup 1.4.0 (legacy)
  • EasyGen Terrain Editor (legacy)
  • q3map2toolz
  • .ROQ Utility (legacy)
  • Q3AShader Manual 2.5.15
  • GtkRadiant Obsidian UI (legacy)
  • Crimson Script Editor (RTCW) (legacy)

Are you interested in RTCW mapping, but don't know where to start?  Go here for Mapping Environment Setup instructions.
id Tech 3 Modeling Tools

  • N’Pherno’s MD3 Compiler – A tool for exporting Q3A models.
  • TiCal’s MD3 Exporter – 3DS Max 4.x Plug-in. Exports an MD3 format model. Can be used instead of the Pop’N'Fresh plug-in. I remember it as being more reliable.
  • TiCal’s MDC Exporter – 3DS Max 4.x Plug-in. Exports an MDC format model for use with Return to Castle Wolfenstein.
  • MD3 Importer for Max r4 & gMax – Chris Cookson’s script imports MD3s into both tools.
  • MD3 export v2.0.1 for 3DS Max 4.2/5 – An improved version of Pop’N'Fresh’s MD3 exporter plugin for 3DS Max.
  • MD3 export for Max v6 – MD3 export script for Max v6.
  • javaMD3view – View MD3 models. Supports animations and full model ‘tags’. Not fully support on Windows 7.
  • MD3 Export for Maya 8x – MD3 export script for Maya 8.0/8.5.
  • N’Pherno’s MD3 Compiler and MD3 Viewer – 3DS MAX to md3 converter with an md3 viewer.
  • RTCW MDS importer v1.0 – Script
  • Bipeds for all Q3A original models – Steed’s original character studio biped animations.
  • Bipeds for all Q3A original models – Steed’s original character studio biped animations.
  • Q3 Dopesheet – A spreadsheet form for those working on animation configs for Quake3 models (translated from RU to EN).
  • Q3 Tools – Legacy Q3 Tools.

My RTCW Maps

  • ogg_snipers (final)
  • ogg_tourney1 (final)
  • mp_murderx (final)
  • red_oak_home (beta)
  • allied_home (beta)

Are you interested in playing my RTCW Maps, but you don't know how or where to start?  Go here for RTCW Installation instructions
My WildWest Maps

  • ww_elpaso

Ww_elpaso comes with the latest version of The WildWest, visit The WildWest website to grab the installer.
 
avatar
Upreeyss
Known
Known

Messages : 16
Glasses : 80
Standing : 42
Registered : 2012-05-05

Back to top Go down

View previous topic View next topic Back to top

- Similar topics

Permissions in this forum:
You cannot reply to topics in this forum