ASE model question/problem


(mslaf) #1

I’ve got a model exported as an ASE from 3D Studio with correct UVs and single tiled texture on it. The problem is that the texture tiling is lost during compilation. Are the:


			*UVW_U_TILING 20.0000
			*UVW_V_TILING 20.0000

supported by q3map2? It would be really cool to have it working.


(kat) #2

I think you need to tile the texture by physically increasing the size of the UVWmap relative to the texture itself and not use the ‘material tile’ settings which seems to be what you’ve done. Texture tiling is set to 1:1 on the material irrc


(ydnar) #3

Freeze the UV map before exporting to ASE.


(Davros) #4

dunno if this will help but these are the checkboxes i have before i export a model from max


(mslaf) #5

Still doesn’t work.

Sorry, but I’m an XSI user and I’m not very familiar with 3DS. I’m using it at work for 10 minutes to export my dotxsi to ASE. I was trying to find how to do it in the tutorial and reference books but with no success. I have a “freeze” button in my XSI but I couldn’t find the same in 3DS, I’m assuming it will flatter the mesh modification stack or something but I could not find the option. I’d appreciate you help:)


(Davros) #6

you could convert your model to poly to reset the stack, right click on your model > convert to edital poly


(mslaf) #7

As far I remeber I’ve got the poly when I import it from dotxsi but I’ll try it. Maybe converting it to ediable mesh and back to editably poly will help:)


(RabidCow) #8

Since you are only using a single texture, you could just open the .ase model in notepad and change the tiling there. Normally what I would do is create the model, add a uvw map modifier, adjust the texture tiling in the modifier and then export.
RC