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from the Q3Map2 Wiki - "_decal
- Specifies a decal to be projected. Should contain one or more patch meshes and target an info_null entity. The targetting line drawn between the center of the _decal entity and the targetted info_null is the axis and distance of projection. It helps to think of the _decal mesh as if it were a light gel, the info_null were the target of a spotlight, and that you were “shining” this decal onto map geometry."
Tutorial by donkey
http://www.map-craft.com/modules.php?name=Forums&file=viewtopic&t=293&start=0&postdays=0&postorder=asc&highlight=
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again from the Q3Map2 Wiki -
"Creating an .ase model out of brushwork
- First, create the geometry for your model.
- Cover your “model” completely with a block of caulk (give it a healthy margin of overlap in all 3 dimentions).
- Then, CSG “hollow” that block—Q3Map2 needs a barrier between your model and the void.
- Somewhere inside your world (as opposed to off in the weeds void), place an info_player_start entity. You will never actually spawn here, so don’t worry about “burying” your spawnpoint within your model geometry.
- Save this file as model.map (or whatever).
- Compile model.map with -v -meta -patchmeta -subdivisons 6 in the bsp phase (if your curves look too “low-fi” with -subdvisions 6, try 4 instead). There is no need to run -vis or -light. You should now have model.bsp in your “maps” directory.
- Compile model.bsp (not model.map, it should be noted) with -convert. You should now have model.ase in your “maps” directory.
- Create a new .map and place a misc_model entity. Give this misc_model entity the key/value pair “model”/“maps/model.ase”
Et voila! You’ve now got a misc_model created out of brushwork. Play with the “modelscale” and “angles” entity keys, and see why Q3Map2 .ase conversion is completely and totally great.
For extra moxie, import model.map as a prefab to your new map. Nuke the caulk box, select the rest of the “model” brushwork, and texture it with clip. Rotate these new clip brushes into place over your misc_model (assuming it has been rotated with angles… why else would you be converting to .ase, anyway); the brush vertexes of these clip brushes will get screwed up a bit, but since the player can’t see clip, you really can’t tell in-game. It’s lovely, and doesn’t have any of the ill effects of Q3Map2 autoclipping."
Alternatively, evillair wrote this process to create .map to .ase to md3 model.
Making a misc_gamemodel multiple section mesh, from bsp brushes
by: evillair
- Make a small boxmap with the walls textured with ‘caulk’.
- Add a info_player_deathmatch entity.
- Use the ‘caulk’ texture on any faces you don’t want in your model. (be advised that if you have a textured bsp face ontop of a cailked face that face will be removed.)
- Compile your map.
- Make a .bat file.
(a .bat file is a .txt file rename to .bat)
(change the directories to fit your setup)
Code:
@rem to use this batch file, drop a .map file on it or run it from a dos window:
@rem > compile <mapname>
@set Q3MAP_PATH=“D:\games oolz\GTKRadient-et\q3map2.exe”
@set ET_PATH=“D:\games\Wolfenstein - Enemy Territory”
@set MAP_PATH=“D:/games/Wolfenstein - Enemy Territory/etmain/maps/YOUR_BSP_OBJECT_NAME.bsp”
@set GEN_OPTIONS=-fs_basepath “D:\games\Wolfenstein - Enemy Territory” -game et
@rem
%Q3MAP_PATH% -convert %GEN_OPTIONS% -v %MAP_PATH%
- run the .bat file. (a new .ase file will be created with the name of your .bsp)
- Import your .ase into 3dsmax. (you’ll need to find a .ase import plugin)
- Weld your vetices and correctly apply the textures to your mesh. (use a Multi/Sub Object Material)
- Name you model in 3dsmax what you want the model to be.
In the material window;
10. [set number] to how many mat id’s you have.
11. Under [Name] add the name what you want for each id. (we need this to make a .skin file later, it will be used to reference the model parts)
12. Export your model to MD3. (do a search for ExportMD3.zip, I forgot the url, sorry)
13. Make a .skin file.
The .skin file is structured like this(I’m using my own .skin file as an example):
Code:
border,models/mapobjects/flakcannon/metal_m02_fk
fence,models/mapobjects/flakcannon/fence_02_fk
“border” is what you named the 1st model section in 3dsmax.
“fence” is what you named your 2nd model in 3dsmax (etc.)
“models/mapobjects/flakcannon/metal_m02_fk” is the texture you applied to that section. You can use a shader named this to add effects.
- In GTK Radient ET add a “misc_gamemodel”
- Select you newly made .md3.
16 add the following key / value:
skin / <Add path to your *.skin file>
I have used these methods to generate simple .ase models. The resulting models have been good enough for my needs.
EDIT: - I downloaded your file to take a look. Here are some comments:
- the d/l was fast enough (sub-second);
- this is a good model. You’ve done a good job with the brushwork and the overall texture scheme;
- you probably should not include the “shaderlist.txt” file in your zip. Fortunately I checked the zip before I extracted the files to my development area. If I didn’t your shaderlist.text file would have over-written mine and I would have lost my list;
- the models have caulk showing. Since these areas are not textured and are visible to the player, you can see through the models in sections when in game;
- when compiling there are duplicate brush errors. I used bobtoolz - brush cleanup and it found 26 duplicate brushes;
- the texture details are a bit blurry in game mode (not a big issue).
nice work.