Howdy. 8)
I just found a curious picture somewhere on internet as shown below.

It looks like q3dm17sample.ase on gmax. :eek:
How can this be accomplished?
Is there, if any, plug-in available?
Any help or “hint:” would be appreciated.
Thanks in advance.
importing ase file converted by q3map2 into gmax
I only know tempest for gmax.
With this it should be possible to make maps with gmax.
Here’s my tutorial on bringing a bsp into a moleling program like gmax or milkshape.
Thank you MMFSdjw for your helpful links. 
Just downloading 3dexpolorer now for converting ase to 3ds.
BTW I found a bit nasty workaround for importing ase into gmax. 
- bake q3dm17sample.bsp
- scale bsp to meet the limitation of md3
- convert the bsp to ase
- re-bake and re-convert the ase (scaling can also be done in here via modelscale key)
(This speeds up the md3 importing at a later process.) - read ase in good old Nphero’s md3 compiler then just export as md3 (materails are lost)
- import the md3 into gmax using Chris Cockson’s md3importer
@Q, that`s one of the first times I can remember seeing you give something back to this forum, by offering advice to others here 
maybe I was wrong about you in the past, and if you can continue to share your knowledge with us, as opposed to just asking obscure questions, then I might even grow to like you… not that you need my approval of course, but for my benefit, I don`t like to continue thinking badly of people.
so it would please me if I did welcome seeing your posts in this forum again, as opposed to banging my head on my desk (metaphorically) which I used to do a lot when reading your posts… feel free to ignore or comment on this, Ill keep my cool with you either way from now on, and sorry to everyone else here for me causing friction over Qs posts in the past, I was a misguided little rat.
@Ratty
NP. 
I just didn’t have no info, if any, to provide in contrast to take.
BTW I tried a few experiments with 3dexplorer and found it really nice.
If materials are not concerned, it enables easy and flexible exporting.
obj exporting seems to do the best job at a later treatment.(milkshape etc…)
But radiant won’t read the texture on obj. 
How do you people here think and how do you use it?
cool and good luck with that 
Im going to be learning to use milkshape soon so Im interested in the best ways for converting models, although personally I doubt Ill be using max, but Gerbil who Im working with now, uses it.
@Ratty
I hope you’ll have a good time. 
BTW I found ase to 3ds conversion is just enough for gmax as long as he or she uses 3dexplorer. Everything seems to go fine just with it.
How do you people here use 3dexplorer?
thanx and Ive pointed Gerbil in the direction of this thread as I dont think he`s mentioned 3dexplorer before, and I know he was looking into converting between .ase and .md3
incidentally, before I got into mapping the blood1 version of the duke3d build engine, I had been a 3d modeler, animator for about 5 years using an old program called real3d, which was mainly spline based, although had some primitives for non mesh type models.
anyway, Ive always enjoyed building detailed objects in maps, but havent got round to learning to build them in a dedicated 3d modeling program like 3dsmax, gmax or milkshape, but once Ive learnt the basics I think Ill really enjoy this side of games development, and any .md3 models like trees, small rocks and other foliage I make for Gerbils et maps, Ill release to the public to use in their maps, if they want.
Do we have here a proper workflow that will take an ASE, and end up with a MD3 without having to retexture?
If so, could someone lay it out in a step by step fashion with the programs required, because this has been the holy grail of modelling for me for a while 
Oddly enough, even 3dsMAX won’t import ASE files natively though it can export them. I do have an ASE import plugin for MAX R4 only - won’t work for Gmax or in my case, MAX R6.
I’ll have to figure out how to recompile the plugin to work for MAX6.
Here’s a tutorial that I wrote at Q3W to import 3DS models into MAX, reassign materials and then export to ASE.
http://www.quake3world.com/ubb/Archives/Archive-000004/HTML/20031022-6-026044.html?
Max is of no interest to me unless it’s part of the ASE->MD3 thing, this is all I’m after 
Actually can anyone point me to a decent MD3 file format doc?
I might look into writing a covertor myself cos this is getting silly 
@everyone
The reasons for me to import ase into gmax are
- modeling objects while referecing the map file on gmax (just a future .plan)
- rip map models from bsp
- custom space map collection on gmax just for personal fun :rocker2:
How about your people here?
Texture coords seems to be kept whether he or she uses Nphero or 3dexplorer, so he or she has only to re-activate(re-input) material names, no need to do nasty UVW related things.
3dexplorer seems to do a better job on this if he or she has already unpakked textures from pk3.
Gerbil, import to max, export to md3.
I can’t quite believe it’s as simple as that…?
Anyway, will 3dexplorer export straight to md3 then, or is it just a middle step to get into milkshape or something?
In max you can gain full access to mesh smoothing then export to md3 via Chris Cookson’s latest md3 exporter.
ATM shader name is treated differently between gmax and vanilla max.
Gmax version does not fix , but q3map2 doesn’t care. 
AFAIK, md3fix can simply fix it, but it also fixes smoothing in a way it is not meant to be. :rolleyes:
So erm I’m still confused - what are the EXACT steps to start with an ASE and end up with an MD3 without having to retexture?
Soz for being dense, but it’s not like I’m the first person after this seemingly easy conversion process 