bsp to ase - problem


(evillair) #1

I converted a .bsp->.ase (a gate) to use as a model, in the editor it shows up fine, has it’s pivot point and everything but ingame it doesn’t show up.
I think it’s there (collision) but I’m not 100% sure. (doesn’t show up with \r_showtris 1)

I checked the .ase with notepad and fixed the texture paths, still didn’t work. I even tried to add a .skin file to it that didn’t work either.
I looked at the SD’s .ase files to see if anything with my .ase was messed up, but it looks ok.

At first I had the textures in my extures folder then moved everything to \model…

I have “/” in the .ase not “”'s in the texture paths.

I searched the forums and found one person that had this but he didn’t get any answers.

I’m using this as a misc_gamemodel. (it’s a constructible)

Any help would be appreciated.


(weasel) #2

misc_gamemodels aren’t compiled into the map, they’re added when the map is loaded in the game. You’ll need to convert it to a md3. q3data.exe will do that for you.


(evillair) #3

ok thanks, I’ll try that, I just noticed it loads fine when it’s a misc_model not a misc_gamemodel.


(sock) #4

ASE are not designed to be game models. Game models only work with MD3 format, ASE are compiled into the map and are used for static architecture only.

Sock
:moo:


(evillair) #5

I can’t get it to convert, what’s the exact switch I need to use?


(sock) #6

There is a sample batch file with all the switches in the ET Reference manual. Section - Compiling Maps. Just need to BSP the ASE map first with (-meta -patchmeta -subdivisions 1024) and then (-convert) it.

Sock
:moo:


(evillair) #7

Sorry, I ment the conversion of the .ase to .md3 (with q3data). I got the .bsp to convert to .ase fine.

I think I’ll use npherno, I was trying to find a way to not use it. Oh well.


(evillair) #8

sorry, double post

Now I can’t see my .md3 ingame when it’s a misc_gamemodel. It only shows up when it’s a misc_model, although it has no textures.

Any ideas? :disgust:


(evillair) #9

Okay, I got it to work.

I’ll explain what I did so if other people have this problem this might solve it.

If you make your model in max from the start you can skip the first few steps.
I know most of this is in the LDR but I wanted to add it here so you get all the required steps in one spot.
I’m also working from the correct directories in ET, I have all my files in my \models\mapobjects\objectname\ folder (including the textures.)

Making a misc_gamemodel multiple section mesh, from bsp brushes
by: evillair

  1. Make a small boxmap with the walls textured with ‘caulk’.
  2. Add a info_player_deathmatch entity.
  3. Use the ‘caulk’ texture on any faces you don’t want in your model. (be advised that if you have a textured bsp face ontop of a cailked face that face will be removed.)
  4. Compile your map.
  5. Make a .bat file.
    (a .bat file is a .txt file rename to .bat)
    (change the directories to fit your setup)
@rem to use this batch file, drop a .map file on it or run it from a dos window:
@rem > compile <mapname>

@set Q3MAP_PATH="D:\games	oolz\GTKRadient-et\q3map2.exe"
@set ET_PATH="D:\games\Wolfenstein - Enemy Territory"
@set MAP_PATH="D:/games/Wolfenstein - Enemy Territory/etmain/maps/YOUR_BSP_OBJECT_NAME.bsp"

@set GEN_OPTIONS=-fs_basepath "D:\games\Wolfenstein - Enemy Territory" -game et

@rem
%Q3MAP_PATH% -convert %GEN_OPTIONS% -v %MAP_PATH%
  1. run the .bat file. (a new .ase file will be created with the name of your .bsp)
  2. Import your .ase into 3dsmax. (you’ll need to find a .ase import plugin)
  3. Weld your vetices and correctly apply the textures to your mesh. (use a Multi/Sub Object Material)
  4. Name you model in 3dsmax what you want the model to be.

In the material window;
10. [set number] to how many mat id’s you have.
11. Under [Name] add the name what you want for each id. (we need this to make a .skin file later, it will be used to reference the model parts)

  1. Export your model to MD3. (do a search for ExportMD3.zip, I forgot the url, sorry)
  2. Make a .skin file.

The .skin file is structured like this(I’m using my own .skin file as an example):

border,models/mapobjects/flakcannon/metal_m02_fk
fence,models/mapobjects/flakcannon/fence_02_fk

“border” is what you named the 1st model section in 3dsmax.
“fence” is what you named your 2nd model in 3dsmax (etc.)
“models/mapobjects/flakcannon/metal_m02_fk” is the texture you applied to that section. You can use a shader named this to add effects.

  1. In GTK Radient ET add a “misc_gamemodel”
  2. Select you newly made .md3.
    16 add the following key / value:
    skin / <Add path to your *.skin file>
  3. Follow someone elses tutorial to learn how to make Constructibles. :wink:

[end]

I had a hell of a time trying to figure some of this out for some reason, so I thought a little tutorial migth help somebody else and save them the trouble.

Hopefully I didn’t forget anything, if I did feal free to let me know and I’ll correct it.

Thanks.


(ydnar) #10

If you want it to be compiled into the map with better lighting, a misc_model is better.

You can attach misc_models to any func_* entity (or script_mover) by targetting it (Ctrl+K).

y


(evillair) #11

Unless you want to make a constructible object, then you’d use a misc_gamemodel.

If you just wanted to make a .ase file that would be used as a misc_model you could only do steps 1-6 and keep it a .ase.


(Doc) #12

Where do you get q3data? I haven’t found it in with the radiant stuff.

Looking for a (cheap) way to make md3’s in Linux. map->…->md3 sounds OK, if I can find q3data (assuming it’ll work in linux, wine perhaps).


(Doc) #13

Wow. What’s up with q3data? It’s seriously broken in CVS.

Can anyone help me? I really want to get my hands on q3data so I can md3 some stuff!


(TIHan) #14

is there any other way u can convert .ase to .md3 without having to pay $ for a program to do it? if so, can it do it efficiently?


(BadIdea) #15

First steps done. (map-bsp-ase-3dsmax- some modifications done.
Now I can export back to ASE/3ds - wroks OK. (lot of et_tank stuff is done in 3dmax)

But… i need misc_gamemodel.
When I try to export (Max -md3) my md3 loss all texture informations.
There is nothing . No material/shader names in exported md3, only mesh.

(plugin: ExportMD3.dle version 3.0)

Btw… I try to use shader with this md3 - I need alpha. Some parts of model have metal texture (ok i can put bitmap here) but rest have fence texture with opacity. :confused:


(Wils) #16

What ydnar meant is you can use a misc_model targetted at another entity in place of a misc_gamemodel.

A good example is the sandbags on railgun - some of those are just misc_models targetted at the clip brushes which form the func_constructible. They become part of the geometry for the entity, so if you were to make a script_mover and target a misc_model at it, you’d effectively have something which worked like a misc_gamemodel but didn’t have to be dynamically lit.


(BadIdea) #17

Ok.
I have: bridge_materials.
Misc_gamemodel /././.cmarker_crates.md3
Now I change it to
misc_Model / my_something.ase

when by construction is ready: cmarker_crates.md3 goes to invisible state.
But my ASE not, but I can walk through this model.

hymm…


(Chruker) #18

I can’t get my vertices to weld together. Any tutorials on this?

Each surface from the brush model gets its own editable mesh, when I select all of them, applied the “edit mesh” modifier, then select vertex subobject, select a bunch of overlapping vertices and pressing the “weld selected” doesn’t weld these vertices together. Any hints?

BTW I’m using 3ds max 5.1 SP1


(Shallow) #19

You need to have all the verts as part of the same mesh before you can weld them, and if I understand you correctly you haven’t actually got that using your method (you’ve just applied the modifier to all the seperate meshes in one go). You need to select one of the meshes, then press the ‘Attach’ button in the ‘Edit Geometry’ section, and click away until all the bits are in one object.

After that, welding should work fine.


(Chruker) #20

Thank you, that was the step I missed. :clap: