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?