Henschel Trolleybus


(-SSF-Sage) #21

@ 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.


(masterkiller) #22

Thanks for the tip {SSF}Sage, But i use bat file to do my ASE. I found a post on this forum… (wiki)
But i should try it next time because i remember that patch never show up so i make the model whit brush only.

I try to make it all day and finally, i got something whit model tool and milkshape3D. Thanks you aaa3 and destroy666 about that good program :slight_smile:
( i need to split in 6 ase to make 2 models in md3 because of the verticle when i try to open it whit model tool)

The only thing i can’t done, it the textures align/fit proprely whit milshape 3D. It only working on 1 side. So i use basic color texture to do it.
Also, i have to split the model in 2 (tag) because i have a bug when the game load. (to much verticle)

The good thing it all working nice now :slight_smile:
We can go in the Trolleybus now :D.

If you have some idea, suggestion or bug for the beta2 , they are welcome before i release it.

Something else i does,

-Ii change the last barrier for a simple script_mover like track swich in railgun map because Axis respawn close and that will be hard to planted dyno here.
-fix that bug clip close the 1 back door
-finish the way at the end
-Modification on the room of hotel
-Put some brick wall between the windows everywhere.

(ps: i will make a new post for the beta2… i need to stop spamming in the Pegazus thread :smiley: )


(Pegazus) #23

I had forgotten all about it Sage, but it’s up now. Site is updated and now everyone can download it from here. It now has 2 tags for the wheels, thanks Sage. Btw, nice tutorial.

@masterkiller
Awesome, looking forward to beta2. Don’t worry about it you are not spamming it. :slight_smile: But it’s better if you make a new thread like you saied ^^
Also wrote small news about your map on our site.


(-SSF-Sage) #24

That zip does not contain the model with the tags, and it is missing the wheels model. It says the file is uploaded 1 week ago. Also you should mention in the readme that the tags are named tag_wheelsb and tag_wheelsf.

@masterkiller all you need to do is to add -patchmeta to the bsp stage and the patches will work.


(Pegazus) #25

Forgot to update first post, it’s done now though.


(-SSF-Sage) #26

Oops I forgot to mention in the “tutorial” that you have to place the text right above </project> on the bottom. It’s not like anyone could miss it tho.


(ChimTea) #27

Ur my idol make a model from yourself and ill put it in my map xD


(Pegazus) #28

Haha, it would be awkward to model myself :wink: but a nice offer
:stroggtapir:


(ischbinz) #29

just model your head :slight_smile:
id did that one time - just for fun :slight_smile: