[Mapping Problem] Oasis Tunnels -> export as .ase


(phisherman) #1

Hello folks

I’m currently working on my very first mapping project, a new version of Oasis. Works quite fine, I can compile it and stuff, but the tunnels are missing in the mapfile. So I decompiled the oasis.bsp and copied the tunnels out of there into my map-file. But when I try to compile it now, the compiler crashes with an “MAX_ORIGINAL_EDGES”-Error ( please have a look at this post and its attachment ).

Google told me that this error occurs if there are many tiny brushes, which is quite understandable, because the tunnels consist of lots of little brushes. So the buddies in that thread told me I should export the tunnels as a .ase-file. Thats what I tried to do, but I didnt find an option for that in the Radiant and Google didnt know anything either. So I hope that you know how I can fix this error. It would be really kind of you to tell me how, because I would really hate if I couldnt play my map just because of those damn tunnels.

Thanks a lot. [noparse]:)[/noparse]


(stealth6) #2

This is what I found with google that was the most use:
http://en.wikibooks.org/wiki/Q3Map2#Creating_an_.ase_model_out_of_brushwork

I’ve done it myself once, but when i did it I got a file from somebody that replaced the compile options in gtk radiant and then i could just do it as a compile option.


(Ganjaman) #3

If you have the tunnels separate in a map file you could use a .map to .ase converter program.
While looking on the net for tools I came across this tool, it makes .ase models out of .map files.

I have tried it on my battleship map to get the ship as a model with other tools but they all stopped the conversion with multiple errors.
And this one took about 4 minutes to complete.( was a very big ship with lots of brushes and textures )

I found it here


(nUllSkillZ) #4

q3map2 can convert bsp to ase as linked in the answer above.
As far as I remember you have to put the brushes in a caulk box map and add a player_start (q3 entity).
But you should search the forums and with google.


(masterkiller) #5

Hello,

i already need to do a ASE model in a map couple years ago and i use Q3map2Toolz to do it.

like nUllSkillZ said, i make a skybox in caulk of my brush model and put a info_player_start in for the origin point. Next i follow this tutorial video to compile the .MAP to .BSP and convert .BSP to .ASE http://www.youtube.com/watch?v=BYlzjhDToxY


(eiM) #6

the q3model tool in this forum (some pages in behind) can comvert from .map give it a shot