ASE and 3DSMAX


(TheJediYoda) #1

hey

i am trying to make a skyportal scene in 3dsmax and exorting it as a scene, this i have no problems doing, my problem is the ASE exporting.

How do i export the ASE to use a shader?

Does the material name (in max) have to == the shader name?

how do i localise the bitmap addresses (O_o) within the ASE, i suppose Find/Replace throught the ASE of “C:\Quake III Arena\baseq3” with “…” shoud work, but can this be setup in max so find/replace isn’t needed ?

also can anyone point in the right direction for information is camera setup angle, fov, etc to create skybox images in a max scene, i have searched and found nothing.

Thx
|: Lee


(Shallow) #2

Yes. The bitmap path and all the rest of it doesn’t matter to radiant or q3map2, only to Max.

The name should be a shader name with a path starting inside the base folder, e.g.

textures/foo/bar
models/mapobjects/foo/bar


(TheJediYoda) #3

cool, cheers

jea i have been fiddling about abit and it seems full addresses (c:…\q3… extures…) of textures doesn’t matter, i forgot q3map resolves full addresses O_o

work now : )

Thanks!

|: lee