Bacon wrote:After experementing with several combinations here's my findings on ASE models
*MATERIAL_NAME can either be a direct path to a UV image, and if you do this you must use backslashes. If you are going to be using a shader (which is still using the UV image), you need to use forward slashes, and omit the extension. So:
No shader: textures\blabla\texture.jpg (or tga)
With a shader: textures/blabla/texture (same as the shader files line)
*MAP_NAME and *BITMAP don't seem to matter what you use if you are using a shader.. If you aren't using a shader you need to fill these lines in, using backslashes. I have tested this over a dozen times and changing these two lines does not do anything to the model in quake, if you use a shader.. I even deleted these 2 lines so they were like this:
*MATERIAL_NAME "textures/blabla/shadername"
*MAP_NAME ""
*BITMAP ""
And the model loads perfectly fine.
So with no shader you still need:
*MATERIAL_NAME "textures\blabla\texture.jpg"
*MAP_NAME "textures\blabla\texture.jpg" (this line can also just be texture.jpg with no path)
*BITMAP "textures\blabla\texture.jpg"
This is after 2 or so days of playing with them and testing it, in 1.32c vanilla quake (not ioquake3)
Hope that helps.
Well I'd prefer to use .3DS to be honest. Did you do this using 3DS Max?
Still comes out black in Radiant:
*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME "models\mapobjects\mymodels\boxtest.jpg"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5882 0.5882 0.5882
*MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "boxtest.jpg"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "models\mapobjects\mymodels\boxtest.jpg"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal