help! UV mapping lost (.ASE - to radiant)


(Speedy) #1

So Im using GTK radiant 1.4 and 3ds Max for making meshes. (
Then I export meshes to .ase with Max`s built in exporter (using these settings http://www.speeds.quaddicted.com/max-eport.png) Texturemapping info is present in the .ase file (*MESH_TVERTLIST stuff) , but in the radiant I get the texture mapping all messed-up :

  • ase compared to the same mesh in 3ds

what can be wrong?

and using 3ds is not an option, cause 3ds format loses long material names :frowning:


(masterkiller) #2

Hi!

What i will do if ive got this bug, i will compile a “testmap” (whit your model) and try it in etgame. In the game, look in console to find textures missing (in yellow) then look the path to find this texture missing.

Or,
you can do a ASE whit radiant and Q3Map2Toolz but only in brush. (No patche)

1- build you project (textured) (build it in the center of the map. X-green-Y-Blue and Z-Red cross will be the center of your model)
2- Hollow a box in caulk around your project. ( only to avoid the leak…Will not see any face whit caulk texture after convert to .ase)
3- Put 1 info_player_deathmatch entitie.
4- compile like this bsp_Q3Map2: (single) BSP -meta
5-Then look at this video to see what next to do. (start it at 20 seconds… the first 20 seconds was the same i say in 1-2-3-4 but using Q3Map2Toolz. I use radiant because the texture was align after compile but not align texture if i compile whit Q3Map2Toolz like the video. So start at 20 secondes

Sorry about my english. Isnt so good! I hope you can understand!

Cya


(Speedy) #3

uhm no, thats not the problem. I have the texture names sorted, but the UV mapping (=texture alignment) is all wrong when I load the .ase model in radiant.

And I need to export 3d models in to the radiant, not remake map brushwork into the .ase


(Detoeni) #4

it looks like your tilling the texture on the mds, if you did the tilling with the material editor in max, then this will get lost when you export to ase, you have to edit the uv cords of the model to tile the texture with ase.

Not sure if this will help, but it the only thing I can think of that might be the sorce of the problem.


(pazur) #5

From what I know you must use the shader names from your .shader file as texture names in 3DS Max to get ASE displayed properly in GtkRadiant. Make sure you have the “preview” box checked as well (relevant for md3 export plug-in). I hope that helps.

Here is a screenshot of what I mean:


(kamikazee) #6

[QUOTE=Detoeni;177405]it looks like your tilling the texture on the mds, if you did the tilling with the material editor in max, then this will get lost when you export to ase, you have to edit the uv cords of the model to tile the texture with ase.

Not sure if this will help, but it the only thing I can think of that might be the sorce of the problem.[/QUOTE]So I guess you mean that the UV coords should be in a range greater than [1,1]?


(Detoeni) #7

yes, but it needs to be done at models surface, the material editor will also scale the texture in this way but it will tile the texture against its self rather than affecting it projection on the mesh, which is what I think Speedy is after.

In max, goto the modifier list and select “UVW Mapping” and adjust the UV coords there, then collapse back to editable poly once done.
Selecting the “Cyindrical” mapping option when doing bits like the main tank will also remove the texture seams that the model has atm.