importing ase file converted by q3map2 into gmax


(obsidian) #21

Using MAX 4, I have an ASE import plugin that I can use to bring the ASE into MAX. Then I use the MD3 export plugin mentioned above to export the model to MD3. Unfortunately, there doesn’t seem to be a MAX 6 ASE import plugin. I have the source code (modified for MAX6) but I lack a means of compiling it.

You can always use q3data.exe to convert your ASE to MD3, that’s the way id Software did it and it works quite well. You just have to go through the trouble of creating a QDT file and batch compiler to run q3data. Do a search on this and you’ll probably find instructions on how to do this. If you’re still having trouble, let me know and I’ll post a quick tutorial.


(G0-Gerbil) #22

A tutorial would be cool anyway, cos this is kind of the ‘holy grail’ jobby.
I’m still curious to find the specs for MD3 in case I fancy writing a convertor anyway, if anyone cares to point me in the right direction?


(obsidian) #23

You can download the q3data.exe source code here (Q3A 1.27g Tool Source):

http://www.idsoftware.com/business/techdownloads/

I suppose you can work out a way to create an ASE to MD3 converter from that.


(obsidian) #24

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.


(ratty redemption) #25

@obsidian, very cool and thanx for posting that tut for us :slight_smile:


(G0-Gerbil) #26

Indeed, muchas gracias!


(def46) #27

Hello,
thanks for the info,

I have set material names but never get the proper .skin files output by q3data for a player model,
similarly to editing Doom 3 ASE’s, I would have to go into the file to edit the *BITMAP path, because apparently both q3data.exe and Doom3 's DoomEdit want a special path in the *BITMAP path, and don’t seem to care about the material names themsevles:

example output when I compile my character with q3data :


WARNING: illegal material name 'F:/faB-quake3/gabby/callisto.tga'

My material names and map names are “models/players/gabby/callisto.tga”. THAT material name in the error message is actually the BITMAP path in the ASE file.

Doesnt stop me from making my own .skin files although they are overwritten by q3data everytime with bad skin files :


tag_head,(not converted: 'F:/faB-quake3/gabby/callisto.tga')
h_head,(not converted: 'F:/faB-quake3/gabby/callisto.tga')

Wish I could get this working in one step though :confused:


(Q.) #28

BTW does anyone here succeed showing up *.obj model in radiant?
I tried (on 1.2.13, 1.3.8 & 1.4.0) every conventionally possible material naming but textures are always “radiant notex” while meshes are properly shown. :notworthy:
Obj files are not critical for me but it might expand the way models are optimized and ready to use.
Any help or :hint would be appreciated.
Thank you.


(obsidian) #29

@def46: I generally don’t make playermodels, so I don’t have a lot of experience with your problem. Some general info that might help, though…

Q3 doesn’t actually use the *BITMAP file path in the ASE - it’s only used within 3dsMAX/Gmax to display the material (so you can use a separate “editor” image within max using *BITMAP, and have a different texture show up in game). For instance, I sometimes use a grid texture within MAX so that I can UVW-map the model correctly and then have the actual texture appear in game. Q3 looks at the *MATERIAL_NAME entry of the ASE file. You can set this from within MAX by renaming the material (usually something like “material1”) to the name of the shader (ie. models/mapobjects/obsidian/mymodel). Also, there should be no “.tga” following the material name. See the Q3W link that I posted above for direct instructions on how to set this up within MAX/Gmax.


*MATERIAL_LIST {
	*MATERIAL_COUNT 1
	*MATERIAL 0 {
		*MATERIAL_NAME "models/obsidian/textures/metal-black"		//used by Q3 to reference the texture/shader
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "models/obsidian/textures/metal-black"		//not necessary
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "C:\Games\QuakeI~1\baseq3\models\obsidian	extures\metal-black.tga"	//used by MAX only
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
}

@Q: OBJ files are supported by Q3Map2 but not necessarily so by GtkRadiant. So Q3Map2 should compile them correctly if your OBJ file has been set up and exported correctly, but GtkRadiant may not display them properly within the editor.


(Q.) #30

@obsidian
Thank you for your hint.
I’ll try it someday then report the result once get a satisfactory result. :lookaround:


(Q.) #31

BtW, I found alternate method to import ase into gmax with no real price tag attached.
This method might not be so much practical because all the meshes are jam-packed into one object as well as losing materials.
1st, you download a free game from here.
It contains modeling utility as well as game itself. :cool:
The utility can import ase then export to 3ds.
It might be safe to bake ase twice and scale, if too large, before importing.
Just a nomination to last resort. :fiesta:


(G0-Gerbil) #32

After god-knows-how-long I’m actually trying to sort this.
My first stumbling block? I can’t find q3data.exe anywhere!
Well, not entirely true - I found it on fileplanet but the login is going wrong for me so it never thinks I’m allowed to download it.

Would anyone be kind enough to either let me know a direct link to download it, or possibly email it to me? (et@theburrow.co.uk)

Cheers in advance, and long live old threads!


(Detoeni) #33

If your useing one of the older radiant, that don’t use game paks then goto C:Program Files/Quake III Arena/radiant/q3data (radiant make this folder, you dont have to have the game) or try in the q3game pak from the radiant site.


(G0-Gerbil) #34

I ain’t, that’s the problem - the only place I found that had q3data was indeed an old radiant install, but I can’t actually download the darned thing.
I was hoping maybe someone just had the file lurking around and wouldn’t mind uploading it somewhere or mailing me direct.

Amazing how I still need such old tech :slight_smile:


(G0-Gerbil) #35

Doh missed your other bit about the q3game.pak from radiant site - will check that later and report on success or otherwise. Thanks for the pointer :slight_smile: