@ PegazusHmm, btw didn’t I add tags for it and send it to you pegazus? Atleast if I remember correct I did, but can’t see it here.
@ Masterkiller: you can import both .map and .ase with proper importer scripts. I would definetly compile it to ase with q3map2, because it produces clean mesh and all caulked faces are removed. I don’t think the importer scripts usually does that. I have absolutely no need for C’s tool.
In my custom compile menu, I have an option to convert ase (patches works too). So it’s just a click, done and then I can open blender and import. Everything happens within seconds. I’m bored so I’ll explain how to add this incase it could help someone.
So here’s a little tutorial on how to be able to compile ase directly from radiant’s compile menu.
I added it manually because it’s less hassle and it’s permanent. This is for 1.5.0, but IIRC it’s somewhat same in 1.4.0 but I can’t remember how it works and I don’t bother checking it out.
Step 1:
Close your radiant if it’s open.
Step 2:
Go to C://Documents and settings/user/Application data/Radiantsettings/1.5.0/et.game
Do note Application data is a hidden folder. et.game is just for ET, so if you’re mapping for a different game, the foldername is different.
Step 3:
Open the file build_menu.xml in your notepad or such. Afaik the build_menu is fairly similar in all supported games.
Step 4:
Add this to the bottom, right above </project>:
<build name=“Q3Map2: BSP -patchmeta, -convert ase”>
<command>[q3map2] -meta -mv 1024 -mi 6144 -patchmeta “[MapFile]”</command>
<command>[q3map2] -convert ase “[MapFile]”</command>
</build>
Save and close, now you should be able to compile ase with 1 click and with patches included. BSP is compiled with this too, so you don’t have to manually compile BSP before you compile ase.

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but a nice offer