Here’s a quick tutorial in coverting ASE’s to MD3’s. It does not cover the finer details of modeling or creating .skin files for playermodels. See the Modeling Manual for those guidelines.
Converting an ASE Model to MD3 With q3data.exe
For mapmodels, you are usually better off leaving them as ASE’s as they are the model format of choice for Q3Map2. The only time where I’ve found it useful converting an ASE mapobject to MD3 is when the model utilizes “deformVertexes autosprite(2)” in the shader. ASE’s as well as patchmeshes and non-quad brush faces will cause unpredictable results with autosprite shaders - most likely an error in the game console.
(Update: 13-10-2010) ASE misc_models can target certain func_ entities to operate with the entity. It only works for non-triggerable func_ entities like func_rotating and func_bobbing. func_ entities that are triggerable like func_doors won’t work with this method because it is expecting a trigger to target it instead of the model. You have to attach a model with the func_ entity’s model2 key. Problem is, the model2 key only supports MD3 files, so you have to convert your ASE model to MD3 to get this to work.
Weapon and playermodels on the other hand, require a conversion to MD3 in order for Q3 to display the animations correctly.
Export your model
First of all, create your model in whatever program you are using and then export to ASE. If using 3dsMAX, see this mini-tutorial here (scroll down the page about half way were the screenshots start):
http://www.quake3world.com/ubb/Archives/Archive-000004/HTML/20031022-6-026044.html?
Creating the QDT file
Next you need to create a QDT file. Just open Notepad and type the following:
$aseconvert models/mapobjects/obsidian/mymodel.ase -switches
Save as > myq3data.qdt
Note that the file path assumes that the model is in the baseq3 directory and that it uses forward slashes. If you have more than 1 model that needs converting, just create a new entry for each model on the next line (good when you have a large batch of models that need converting).
Mapobjects don’t require any additional switches.
If you’re creating a weapon model, you will need to set the “-weapon” switch
If you’re creating a player model, you will need to set the “-origin x y z” switch as well as the “-playerparms” switch. I can’t remember what the parameters are for -playerparms, you can look up that info in the Modeling Manual.
Creating the Q3DATA.exe batch file
To compile your model, you will need to create a batch file for Q3DATA.exe. In Notepad again, create the following:
c:\path o\q3data.exe c:\path o\myq3data.qdt >>q3data.log
Note the backslashes. The last bit “>>q3data.log” outputs a LOG file in your Q3DATA.exe directory in case you have any errors.
Save as > q3data.bat
Double click on the q3data.bat file and away you go. A MD3 file will be generated in the same directory as the ASE model.
Take a look at the QDT file that id Software used when making Q3. It includes a long list of example mapobjects, weaponmodels and playermodels. The QDT is part of your Radiant download.