I am currently modifying the code of the GMAX Tempest gamepack. One of those changes involves droping the old Q3MAP and using Q3MAP2 instead (yea !).
Currently Tempest has limitations as the kind of Max objects you can use in a Q3 map. It is restricted to boxes and cylinders. I want to change this to be like all the other Q3 map editors.
Now since I am using Q3MAP2 in the compiling process and since GMAX Tempest is a Max based software, it got me thinking about adding .ASE components into the map and let Q3MAP2 compile them. This would give a hudge push in the creativity of maps in Tempest (especialy if I manage to have the .ASE file showing up in the viewport just like any normal MD3 model).
But before rushing into this, I need tech infos about .ASE handled by Q3MAP2. I did several searches in this forum and looked at the Q3MAP2 manual on Shaderlab but didn’t find anything (I may have overlooked as I am a bit sleepy now).
What is the maximum amount of polygon a single .ASE file can have in a Q3 map compiled by Q3MAP2 ?
Can it have a multi-sub material on it so it would have multiple textures ?
I don’t know how this would be handled in Q3 unless as several different objects into one single .ASE file just like you would have more then one objects into a single MD3 and each of these objects would have its own texture.
The limitation of using any amount of .ASE misc_model would be in the maximum amount of entities allowed in a Q3 map, right ?