Thanks. I’ve done that now, and the .map compiles just dandily.
But, alas, this just wouldn’t be Thursday if things starting working fine all of the sudden. Now, when I compile the .bsp file with -convert, I get a non-working .ase file. It seems to be writing “house.ase” just fine (it ends up at etmain/maps/house.ase and it appears ok upon inspection in Vi). However, when I try and add this model to a .map file in Radiant (version 1.3.11 with ET support), I get this error:
vfsExtractRelativePath: C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/house.ase
cleaned path: c:/program files/wolfenstein - enemy territory/etmain/maps/house.ase
Matching against c:/program files/wolfenstein - enemy territory//etmain
vfsExtractRelativePath: failed
trying with a short version
vfsExtractRelativePath: C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/house.ase
cleaned path: c:/progra~1/wolfen~1/etmain/maps/house.ase
Matching against c:/program files/wolfenstein - enemy territory//etmain
vfsExtractRelativePath: failed
WARNING: could not extract the relative path, using full path instead
ERROR: PicoLoadModel: Failed loading model C
Thanks for all the help, y, and sorry I’m such a pain in the ass… oops, “all around great guy,” I meant to say.
By the way, this shows up in the .ase code:
*MATERIAL 2 {
*MATERIAL_NAME "noshader"
*MATERIAL_CLASS "Standard"
*MATERIAL_DIFFUSE 1.000000 1.000000 1.000000
*MATERIAL_SHADING Phong
*MAP_DIFFUSE {
*MAP_NAME "noshader"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0
*MAP_TYPE Screen
*BITMAP "..
oshader.tga"
*BITMAP_FILTER Pyramidal
}
}
Should it? There is at least some kind of texture applied to every face in that .bsp (there’s a lot of caulk, but common/caulk shows up in the .ase file already–it’s the first one defined in the materials section)… there isn’t any “notex” to be found :^\