Using -convert to make ASE models from .map


(darthzappa) #1

When i use Q3map2 to convert brushwork into ASE models, is it normal to get the caulk hull too as part of the model?

I’ve got my brush work copy/pasted into a new .map file, centered at the map origin, its inside a caulk box (i’ve tried both common/caulk and system/caulk) and has an info_player_start.

i compile the map into a bsp using -meta -patchmeta -subdivisions 6

i then compile the bsp using -convert

when i import this new ASE back into gtkradiant as a misc_model, the inside faces of the caulk hull are textured with the caulk shader. is this right? can i avoid this?


(Gringo Starr) #2

I’ve never seen that happen. Have you tried it without -subdivisions ? Also, are you sure you have “common” in shaderlist.txt? I know that’s not likely the cause, but I imagine it would have that result.


(ydnar) #3

What game are you mapping for? Not every game has the same “caulk” shader name.

Also, make sure you’re supplying -fs_basepath to Q3Map2 so it knows where to find the shaders and other assets in order to correctly compile the map.

y


(darthzappa) #4

figured it out…

the brushwork i was attempting to turn into a model had some deep-seated personality issues. after replacing a few dodgy bits and giving the rest a stern talking to, it converted to ASE just fine.

moral of this story: ‘snap to grid’ (ctrl-G) is a good thing. rotated 10-sided brushes that have been scaled down and streched in dubious directions are bad things.