i did converting BSP to ASE ( by follow this article http://www.splashdamage.com/forums/showthread.php?t=2393 )
and put on 3dsmax. but it mesh using shader(grass rock etc…) views white only.
is it could be fix? thx 
i did converting BSP to ASE ( by follow this article http://www.splashdamage.com/forums/showthread.php?t=2393 )
and put on 3dsmax. but it mesh using shader(grass rock etc…) views white only.
is it could be fix? thx 
i hope you don’t mind if i post here as well.
how do i store information about textures when exporting from 3ds max 9 to ase/obj?
3dsmax can read the w:et shaders ( if you go to File - Summery Info , you see that the shaders are still assigned to your model) but it cannot display them…
If you want to work on your ase model inside 3dsmax you need to assign a texture (tga or jpg) to the model in the material editor to see the ( textured) result.
open up the material editor , select one of the default materials ,
In the textbox delete the default material name and type in the path to the w:et shader.
select your mesh and press the ‘assign material to selection’ button…
thanks firefly, but it doesn’t work as it should. model in radiant has that texture applied, but it’s one color only (like you would stretch it 1000 times to see one pixel). got any solution for that? thanks in advance, i’ve been trying for hours to save model to ase…
Sounds like a UV-mapping problem to me…
When you export the ASE make sure that you have enabled the ‘mesh normals’ & ‘mapping coordinates’ under “mesh options”. Because else your ASE model will not include any uv information. ( see image below) this might explain the stretching…