.ASE format....how does it exactly work?


(Shub) #1

If I load
misc / misc model…test.ase (from 3d max)
it opens just a small entitiy box.
No textures nothing, just the geometry from max.
After that compile. (-meta)
+Q3map2

open in quake --> no model nothing :-((

How is it done??

I searched all the web for tutorials, nothing…

please help thx!


(duralisis) #2

Found it in an earlier thread, if it still doesn’t work you might want to post the shader code.

http://splashdamage.com/forums/viewtopic.php?t=777&highlight=ase+tutorial&sid=8c66437489fbdac4d6134ef9cd19f7bb


(ydnar) #3

The material name in Max must be the exact shader/texture path you wish to use on the model’s surface(s).

Say you have the model “models/mapobjects/shub/tree.ase” and you wish to use “models/mapobjects/shub/tree.tga” as the shader. Set the material name in max to “models/mapobjects/shub/tree” and that’s it.

y


(Tigris) #4

Although not exactly on subject: In JK2 all MD3’s are unclipped (haven’t mapped very long for Q3, dunno if it’s the same there too)- is there a way to work around this without building all the MD3’s again?
Something like making a shader with the used textures (Q3Map2 should use it automatically then right?).