BSP>ASE


(Higgins) #1

I know there are posts on this subject, but they dont explain any thing to well, and asume you know how to use other programs.

From the beginning, how can I convert bsp to ase? (I dont know how to work the quake3map2 thing, so i need examples, also places to download working versoins)


(Detoeni) #2

http://www.planetwolfenstein.com/detoeni/ase.htm

There are some ase’s in my misc model pack here:

http://www.planetwolfenstein.com/detoeni/models.htm


(WeeBull) #3

i just wanted to ask this when i read this
i did what you said in the tutorial and i got the .ase but i can’t import it into 3DSMax. it seems that i can’t import .ase files, i can only export them. i searched for an importer but the ones i found only imported .asc or something. does anyone know a way to import .ase into 3DSMax 7?
thx in advance


(Higgins) #4

This whole thing about converting into some thing else is hurting my head. I just need a simple piece of software that can convert bsp to 3ds, that WORKS in 3dmax 6.


(Detoeni) #5

ase importers can be found here:
http://www.maxplugins.de/

theres one for max 5 and 6, I’m not sure about 7 though.


(Higgins) #6

Ive PM’ed you about the plugin site detoeni, they are exporters, not importers. Ive been looking all over the net for an importer. All I find are plugins that dont work, or software that doesnt work.


(Detoeni) #7

What? even the ones for max 6 and 7 that are called “importers”
I think its time you tried a little harder.


(WeeBull) #8

i found an importer there but it only supports .asc files, so i tried renaming the .ase to .asc and it worked, only the textures didn’t show up, but that’s not a big problem for me.


(Shaderman) #9

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=733


(Higgins) #10

What? even the ones for max 6 and 7 that are called “importers”
I think its time you tried a little harder.

How can I look harder if the site doesnt have ase converters? I put ase importer in the search and it came back empty.

**EDIT

I dont think iam looking for the right file type any way. I just want a converter that will convert to a standard max format or import format.


(WeeBull) #11

this is the one i found (found it here) it also works with 3dsmax 7 but it only imports .asc files, so what you should do is rename your .ase to .asc and you will be able to import it into max but i noticed it doesn’t import the textures. maybe if you open the .asc in notepad you can change some paths to make them work.


(Detoeni) #12

umm, the other ascii importers on the site have dead links so you’ll have to use the one posted above or give the max 5 one a go (which does ase without the messing around). I also spotted a map importer, as its for doom3 you will more than likly lose the texture cords but it may be of some use.


(]UBC[ McNite) #13

Just on a sidenote: What is the advantage of models over brushwork? As long as I don’t need the options of scaling or the level of detailing i can’t do with brushwork, i can’t see any. Either way, I have to build the stuff. Brushwork gets textures, for models i need to do shaders and extra texture-files. Brushwork is already solid, models need clipping.

Is there a serious gameperformance advantage? Anything else that s uberleet?


(CooperHawkes) #14

try to turn brushwork by 10 degrees :wink:


(Detoeni) #15

Is there a serious gameperformance advantage?

*reduced collision data when simply clipped = less load on server and client (also makes player movement smoother as theres nothing to get stuck on)
*can reduce total bsp size due to less faces been writen to the bsp (a model has no caulked faces, so you only get the bits you need)
*and not having to inclued them in the pk3 is a god send (my last map would have had an extra 250Mb of model assets in it other wise)

you can add a spawn flag to models now to force lightmapping, so no need for extra shaders.


(SCDS_reyalP) #16

*can reduce total bsp size due to less faces been writen to the bsp (a model has no caulked faces, so you only get the bits you need)

Minor nit: non-drawing faces are not written to the .bsp. However all brushes (including nodraw and nonsolid ones) are, with a couple of minor exceptions like origin. An ASE model generated from brushwork will have a face count very close to what the brushwork would make (slight differences may crop up due to t-juncitons).

There is another way models can also allow you to save space, if you repeat the same geometry in multiple places. A misc_gamemodel that has neither targetname nor scriptname doesn’t count against runtime entity count. This can be more efficient than using brushwork or a misc_model.


(Hewster) #17

Here is a ASE importer plugin, def works in Max4 & 5, maybe 6 & 7.
Also included is the source code.

I can’t remember where i got it from, was a long time ago.

http://www.the-wildwest.co.uk/forum_stuff/misc/asciiimp.zip

Hewster