how to move a ase-model with splines or export a md3-file from blender?


(Wezelkrozum) #1

Hi all!

I have an airplane (ase) and i can’t let it follow the splines. So I readed the description and it says: model, name of the md3 file… So I try to make a md3file but I don’t get it. I can’t get it exported to a md3 file with blender.



(nUllSkillZ) #2

By google search I’ve found a thread here in the forum mentioning q3data which seems to be shipped with GTKRadiant.
So you could search the forums.

Here is the thread:
ase to md3?


(kamikazee) #3

Ah yes, this tool may indeed help you.
It seems it is not bundled with GTKradiant 1.4 nor 1.5, even though the source can still be found at Zerowing: GTKRadiant - tools - quake 3.

Now if I recall corectly, it was bundled with Q3Radiant. Just install it for the tools and have a look - installers are still found using Google.


(Wezelkrozum) #4

oke, i tried the tool. I made a .bat file. That one worked. (now it doesn’t work anymore :s ). It says it can’t recognize that q3data.exe is a program.
And this are the commandlines of the .bat file:


c:\Program Files\Wolfenstein noquarter\etmain\models\q3data.exe c:\Program Files\Wolfenstein noquarter\etmain\models\list_of_ase_files.qdt

And this are the commandlines of the qdt file:
$aseconvert wk_desertrace/wk_desertrace_plane.ase

I have no idea why it did work(only the bat file) and now not anymore.


(nUllSkillZ) #5

Shouldn’t it be:


"c:\Program Files\Wolfenstein noquarter\etmain\models\q3data.exe" "c:\Program Files\Wolfenstein noquarter\etmain\models\list_of_ase_files.qdt"


(kamikazee) #6

EDIT: nUllSkillZ beat me to it while I was researching CMD commands. I think he has it right - except that I would replace the path to the .qdt file with “%1”. That way, you can call the .bat file for more than one .qdt file.


(Wezelkrozum) #7

I get an other error:


***************** ERROR **************** (the program q3map works now)
Unable to work out basedir from "c:/Program Files/Wolfenstein noquarter/etmain/models/list_of_ase_files.qdt"!

So, we are further :stuck_out_tongue:

Btw my lines of the list_of_ase_files.qdt are still the same.


(isbowhten) #8

moving .ase models works fine with misc_gamemodel


(Wezelkrozum) #9

Hey isbowhten! good to hear something of you :stuck_out_tongue:

It doesn’t the model if I make it an misc_gamemodel. only in misc_model. I get the x,y,z red,green,blue axes.


(Pande) #10

Easiest way to move a .ase misc_model is to make a clip brush for the spline movement. Put your misc_model directly over the path, where you want it to move, just like where the clip brush is. Link the misc_model entity to the clip brush spline entity. The misc_model will follow the exact movement of the clip brush through the splines.

For your areoplane, I don’t imagine you will need to have it solid so it doesn’t matter what the clip brush looks like. However, if you were say moving a tank or something, just clip the model with the clip brush as usual and then make sure the model fits perfectly inside it, then link it to a spline entity’d clip brush.

Hope that helped.

Tip: you can link models to any moving entity. Func_rotating, func_door, etc. Even if the model is in a different spot, it will follow the movement exactly (from the models origin point).
This is how I got some circling hawk models… connect hawk model to a func_rotating clip brush. :slight_smile:

Also, you are using .md3 export plugin for blender? I ran into troubles once too… I had to Scale the model up by about 100 to get it the right size for .md3, which uses a different grid system I think. Even then it was too small, but at least it was visible in radiant. Use the model scale key from that point on to get it the right size for your map.


(-SSF-Sage) #11

[QUOTE=Pande;183787]

Also, you are using .md3 export plugin for blender? I ran into troubles once too… I had to Scale the model up by about 100 to get it the right size for .md3, which uses a different grid system I think. Even then it was too small, but at least it was visible in radiant. Use the model scale key from that point on to get it the right size for your map.[/QUOTE]

Models are like the size of the titanic in blender, but are in size of a kubalwagon in Radiant/ET. Adding a modelscale 100 in radiant, might result in weird errors, which I’ve gone through aswell, so it is better to scale 100 in blender and then export. You can hit A to select all (in objective mode), then hit S and type 100. Also when you export, you need to select every objective you want to export into md3.

When I do my models in blender, I make sure origins are at 0 0 0, export into md3 and open in radiant, use modelscale to get the best size, then take the number I got from modelscale and scale with that in blender.

I have no problems exporting/importing md3’s in blender. I have one that is able to handle all assets and one exporter that doesn’t know how to handle animations. I could share my exporter if you need. Note, I recompile every md3 in nph3rno’s md3 compiler.


(Wezelkrozum) #12

—Problem solved—

I target the ase-model to a script-mover which follows the splines.


(kamikazee) #13

[QUOTE=wezelkrozum;183770]I get an other error:


***************** ERROR **************** (the program q3map works now)
Unable to work out basedir from "c:/Program Files/Wolfenstein noquarter/etmain/models/list_of_ase_files.qdt"!

So, we are further :stuck_out_tongue:

Btw my lines of the list_of_ase_files.qdt are still the same.[/QUOTE]Your problem may have been caused by the fact that the .qdt file is at such an awkward location in the model folder.
Moving it up to etmain or even one folder higher may have made it work.


(Wezelkrozum) #14

!!! bump !!!

I’m getting in problem again with this exporter. I get the same error as before:

Q3Data v2.1 © 1999 Id Software Inc. - Enhanced by Raven Software © 2000
--------------- c:\ase_to_md3_compiler\myq3data.qdt ---------------

************ ERROR ************
Unable to work out basedir from “c:\ase_to_md3_compiler\myq3data.qdt”!

I placed everything in the c:/ase_to_md3_exporter folder. So, my path is not to long.

Here are the files I use:
http://exasm.net/wessel/moving_head.ase //the model
http://exasm.net/wessel/q3data.log /////////logfile
http://exasm.net/wessel/myq3data.qdt /////list of models
http://exasm.net/wessel/q3data.bat ////////batch file
http://exasm.net/wessel/q3data.exe ////////compiler


(FireFly) #15

I’m not familiar with q3data.exe, so instead I imported your ASE model into 3dsmax and tried to export it as a MD3 file.

I got the infamous 'maximum object size exceeded" error while trying to export it.

This means that your model is way too big, As far as I know ( and if I’m wrong, please someone correct me) The maximum size of a md3 model is 102410241024 units - xyz in 3d space-

The workaround is to make your brushmodel 1/2 or 1/4 smaller… convert the brushwork to an ASE model / convert it to an md3 with q3data / import this md3 into gtkradiant using a model_scale of 2 or 4…


(Wezelkrozum) #16

[QUOTE=FireFly;193376]I’m not familiar with q3data.exe, so instead I imported your ASE model into 3dsmax and tried to export it as a MD3 file.

I got the infamous 'maximum object size exceeded" error while trying to export it.

This means that your model is way too big, As far as I know ( and if I’m wrong, please someone correct me) The maximum size of a md3 model is 102410241024 units - xyz in 3d space-

The workaround is to make your brushmodel 1/2 or 1/4 smaller… convert the brushwork to an ASE model / convert it to an md3 with q3data / import this md3 into gtkradiant using a model_scale of 2 or 4…[/QUOTE]

my model is 576 unit big. So that can’t be the problem.
That means if that error is really the problem than:

  • or the maximum units is not 1024
  • or you downloaded a wrong modelfile

(Pande) #17

wezel, are you thinking radiant units or Max? Radiants are different. Anyway, FireFly can you not just scale it down before exporting to .md3?


(FireFly) #18

yes - sorry I forgot to mention this - after I scaled the model down to 50% it exported all fine to a md3 file…


(Wezelkrozum) #19

Ok, thanx for the information. :slight_smile: Well… I scaled it down to 50% but the error is still there.
I’m going nuts: While testing the new model I discovered that the other models now work with the autosprite2 command. Does anyone have any explaination for this? :s (BTW: I’m happy some of the models work right now:)

EDIT: I still get the error like million times:tongue:, but it works fine.

@Firefly
Could you send me the md3file you exported?


(Wezelkrozum) #20

I’m glad to announce that this problem is solved by FireFly (you will get the credit). I don’t know how he fixed it. But it works. I must say the error still appears but doesn’t create any visual error.

  • progress of Wolfenstein Club Concert still continues -