Two questions about ASE models.


(mslaf) #1

Hi,

  1. Why ASE models must be vertex lit and cannot be lightmapped?
  2. Why ASE models are more efficient for the renderer than normal brushes? I have performed few tests but there were no difference.

(obsidian) #2
  1. ASE models can be lightmapped. It is recommended for smaller models to be vertex lit since there is little noticable difference. Larger models may be lightmapped. Try using spawnflags 4 (forceMeta).

  2. Who told you that? They are the same in terms of rendering performance. The difference is that ASE’s don’t have any collision data by default, so there is less calculations to be made by the CPU, resulting in better processing performance. If your model is being autoclipped (spawnflags 2), complex models will have complex collision data for your CPU to process, resulting in slower performance. That’s why it is recommended that you manually clip your models rather than relying on the autoclipping feature.


(rgoer) #3

If your ASE model is textured with plain textures, spawnflags 4 will lightmap it

If your ASE model has is using shaders, you need to add q3map_forceMeta and q3map_nonPlanar (as well as a map $lightmap filter stage) to your shaders to get lightmapping to work


(mslaf) #4
  1. It was Ydnar who told me that. Is object collision calculated in the real time (in game) or during compilation phase? I should use “engine” instead of “renderer”, sorry.

(mslaf) #5

I want to model all the details in 3D modeling program and then import it as a single ASE model.

If the “forcemetaâ€? will split model surfaces into pieces how does it affect the vis process. Will separated surfaces be treated by the “-vis” same as were detailed brushes or will the model be rendered as a whole? What happen if I import my “all detailsâ€? ASE model?

Note that ASE models created and exported from 3D studio have all the surfaces grouped. Will they be ungrouped by “forcemeta�?


(phobos) #6

A while back I found a primitive ASE exporter script, but it was originally made for some homebrew racing game. It doesn’t work well and as of Blender 2.33a w/ Python 2.3, I can’t get it to work at all.

If you really need an ase model and aren’t totally afraid of GTKRadiant, then Q3map2 allows you to convert geometry into an ase and re-import it into a map.


q3map2 -convert -format ase c:\path	o\model.map



(rgoer) #7

http://wikibooks.org/wiki/Q3Map2#Creating_an_.ase_model_out_of_brushwork

-convert only works on .bsp files, not .map files

you don’t need to set the -format flag if you want to convert to an ase (ase is the default format)


(mslaf) #8

The export is not a problem, I use Max build-in exporter and it works fine. I don’t need to import anything exported by q3map2 because I create models in Max (in XSI to be specific but it’s not important).

I just want to know if I build the whole level outside Radiant (XSI,Max,Maya,Gmax etc), import it as a model in Radiant and separate its parts by static brushes will it be rendered as a whole. Normally I would do it and check but it takes some time to create a map and if it doesn’t work it will be waste of time. I’d like to know if I need to use Radiant or I can replace it by more sophisticated tools.

I’ve checked the lightmap on models and if works cool! Great thanks to obsydian and rgoer! Next time I will read the manual.


(obsidian) #9

I wouldn’t recommend creating everything as a single model. If you find that you have to move anything, it’ll be a huge pain in the arse. Maybe build everything as smaller objects and then import each object as a separate model. This is just a practical tip rather than a rule - you can, in theory, import it as one big model, but it’ll be a lot of trouble and as you said, “if it doesn’t work it will be waste of time”.

Regardless, you will have to eventually import your models into Radiant when you are creating your structural brushes, hints, triggers, lighting, etc.


(kat) #10

A while back I found a primitive ASE exporter script, but it was originally made for some homebrew racing game. It doesn’t work well and as of Blender 2.33a w/ Python 2.3, I can’t get it to work at all.

It doesn’t work, even if you have you python path set correctly.

There is however, a new ASE exporter script available that’s part of an i/o scriptsuit for UnrealT mapping/modeling. There’s a link to it from here http://www.doom3world.org/phpbb2/viewtopic.php?t=1755 - I’ve not tested it yet myself so can’t vouch for how good or bad it is.