ase textures


(kropcke) #1

Howdy all…

Good to be here with my first post :smile:
Ummm, to jump right in, I’m gonna bring up texture linking for ase’s.

I’m exporting geometry out of Maya (.obj) and converting it to .ase with http://udn.epicgames.com/pub/Content/ObjToASEConverter/ (thanx illbuddha).

The geometry shows up fine inside gtk…save for the dreaded “shader not found” texture.

I’ve looked through a few .ase pk3’s and tried to glean what I could from them concerning shader writing. This is my shader:


models/mapobjects/castle1/castle_base1
{
	q3map_nonplanar
	q3map_forcemeta
	q3map_clipModel
	q3map_lightmapsamplesize 16
	//q3map_lightmapaxis z
	q3map_shadeangle 90
	q3map_splotchfix
	qer_editorimage models/mapobjects/castle1/castle_base1.tga
	{
		map models/mapobjects/castle1/castle_base1.tga
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		tcGen lightmap
	}
}

I suspect there’s some conversion issues that I’m having - (given the shader is alright) with texture linking.

Is there something in the pipeline that I’m missing?

Maya->obj->converter->ase->gtk

Please help me to understand my foolish ways - I will be eternally grateful.

Thanx in advance!
Have a cool day.

[edit]
NEVERMIND.
GOT IT :smile:
[end_edit]

-kropcke

<font size=-1>[ This Message was edited by: kropcke on 2002-12-09 17:53 ]</font>


(Shallow) #2

Hey, what did you do to get things behaving? I’m guessing it’s to do with having your models and textures in a particular place so that the texture paths come out right? Thus far I’ve only got things to work by manually fixing the .ase file’s shader paths in a text editor, which I’d rather like to avoid if possible.


(WadeV1589) #3

For modelling I use 3DS Max and export to ASE and I have to say it is the easiest thing ever!

Basically you bring up the Material Editor, and as the name of a material you type the path as it would be in-game, so calling Material #1 “common/caulk.tga” would tell the game to load the caulk material (or shader) called common/caulk on export.

So as long as you type in the names in 3DS Max and assign the texture to the model…there should be no problems…

I know you said you have to use Maya and then a convertor, but the principle must be the same somewhere along the line.

Best I can do for now, haven’t used Maya for over a year now.


(kropcke) #4

Actually, what I was missing was the “modelname.remap”…basically what NPherno’s MD3 Compiler did for md3’s.

Thanx for your guy’s help all the same :slight_smile:

-kropcke