ase texture troubleshooting


(rgoer) #1

I don’t own a copy of 3D Studio Max, so I’ve had to go backwards around my ass just to create a .ase file–and now my textures don’t show up when I bring the bitch in as a misc_model. Anyway, I was hoping that somebody who better understood the .ase format could tell me if everything looks kosher here?

*MATERIAL_LIST {
	*MATERIAL_COUNT 5
	*MATERIAL 0 {
		*MATERIAL_NAME "models/map_objects/pwn/legs"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5 0.5 0.5
		*MATERIAL_DIFFUSE 0.5 0.5 0.5
		*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Phong
		*MAP_DIFFUSE {
			*MAP_NAME "Map #0"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "models/map_objects/pwn/legs"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	*MATERIAL 1 {
		*MATERIAL_NAME "models/map_objects/pwn/torso"
		*MATERIAL_CLASS "Standard"

…and the material definitions continue on, following that same format, until we hit the start of the actual 3D data:

*GEOMOBJECT {
	*NODE_NAME "hips"
	*NODE_TM {
		*NODE_NAME "hips"
		*TM_ROW    1   0   0
		*TM_ROW1   0   1   0
		*TM_ROW2   0   0   1
		*TM_ROW3   0   0   0
		*TM_POS    0   0   0
	}
	*MESH {

			*MESH_TFACE 588 1766 1765 1764 
			*MESH_TFACE 589 1769 1768 1767 
			*MESH_TFACE 590 1772 1771 1770 
			*MESH_TFACE 591 1775 1774 1773 
		}
	}
	*PROP_MOTIONBLUR 0
	*PROP_CASTSHADOW 1
	*PROP_RECVSHADOW 1
	*MATERIAL_REF 0
	*WIREFRAME_COLOR   1   1   1
}
*GEOMOBJECT {
	*NODE_NAME "l_leg"
	*NODE_TM {
		*NODE_NAME "l_leg"
		*TM_ROW    1   0   0
		*TM_ROW1   0   1   0
		*TM_ROW2   0   0   1
		*TM_ROW3   0   0   0
		*TM_POS    0   0   0
	}

And so on and so forth, with many other GEOMOBJECTs following, each with a MATERIAL_REF that points back to one of the materials I defined at the top.

However, when I bring it in as a misc_model, this stupid thing gets the “shader not found” treatment–I don’t get any errors on import, just the red and black checkerboard texture. I thought maybe they just didn’t show up in radiant, but I get the grid upon compile and playtesting, too, so I’m feeling borked.

I know this is a lot to ask, but can anybody help?


(UniKorn) #2

remove the map_objects part


(rgoer) #3

Are you sure? That’s the correct path to the images–they sit in the gamedata/base/models/map_objects/pwn/ directory.


(ydnar) #4

Hm, that’s correct.

Do you have any shaders, or is it just textures?

y


(Emon) #5

Um… you know, Q3Map2 supports more than ASE… What did you make that model in?


(rgoer) #6

@Ydnar: just textures, regular old targa files. No shaders.

@Emon: you’ll laugh at how this .ase came into being… MilkShape3D->WaveFront .obj file->Cinema4D->.ase file. I know, I know, I should just pony up the cash for 3DStudio Max…


(rgoer) #7

I tried every other picomodel format that I could produce (.ms3d, .3ds, .obj), by the way, but none of them had the correct texture paths in them… I couldn’t figure out how to fix those binary formats, so I went with .ase since I knew I could manually correct the texture paths in Vi.


(Emon) #8

Just make the name of the material in Milkshape the shader path. textures/blah/mytex, no extention.

Oh, and OBJ is ASCII there, chief.


(rgoer) #9

Yeah, no sht about .obj–but have you tried to load a .obj file into Radiant? I’ve never been successful. Radiant always chokes on a billion “STRLN (name) || qname” errors (or something like that), gives up, and dies.


(Emon) #10

I see.

So what’s wrong with fixing the shader paths in Milkshape and using MS3D or 3DS file formats?


(rgoer) #11

The MS3D format, upon picomodel import to Radiant, apparently loses its UVW coordiantes and the textures look like my ass. 3DS doesn’t allow you use the entire texture path–it truncates the names of the materials to just “foo.tga” even if you explicitly named them (in MilkShape) “textures/foo/bar/et cetera.” The geometry for both 3DS and MS3D load up fine in Radiant, but the textures just don’t seem to work properly.


(peppi) #12

This may sound odd but adding the .tga extension has helped me on a similar occasion… you could perhaps try that in both the “bitmap” and “material_name” lines.


(rgoer) #13

That borked my .ase files–once I added the .tga extension to the texture paths, the geometry doesn’t even show up in radiant any more when I add a misc_model. Oh well… I just broke the model up into multiple, smaller .md3s, since the .md3 export from MilkShape seems to work like a charm.