help! UV mapping lost (.ase - to radiant)

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Spd
Posts: 2
Joined: Sat May 17, 2008 4:56 pm

help! UV mapping lost (.ase - to radiant)

Post by Spd »

Im using GTK radiant 1.4 and 3ds Max for making meshes.
Then I export meshes to .ase with Max`s built in exporter (using these settings http://www.speeds.quaddicted.com/max-eport.png) Texturemapping info is present in the .ase file (*MESH_TVERTLIST stuff) , but in the radiant I get the texture mapping all messed-up :

Image
- ase compared to the _same_ mesh in 3ds

what can be wrong?

and using 3ds is not an option, cause 3ds format loses long material names :(
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: help! UV mapping lost (.ase - to radiant)

Post by o'dium »

you need to set up the model correctly, as well as provide the correct path to the texture file. Open the .ase with a text editor and edit it by hand.
Spd
Posts: 2
Joined: Sat May 17, 2008 4:56 pm

Re: help! UV mapping lost (.ase - to radiant)

Post by Spd »

set up the model correctly - how is that done exactyl? I tried exporting both mesh and poly and resetting xform. no changes. any tuts on max-> radiant?

texture path I figured, its just the UV mapping gets screwed completely
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: help! UV mapping lost (.ase - to radiant)

Post by obsidian »

See thread here (scroll down about halfway until you see my pretty pictures).

One updated note, is that if you look at your .ase file in a text editor, you'll see three material references for each material:
MATERIAL_NAME
MAP_NAME
BITMAP

MAP_NAME is actually unused, so it doesn't matter what value it is. MATERIAL_NAME is only parsed by GtkRadiant 1.4.0 as the "editor" image... it only points to the location of the texture/shader for the editor only. BITMAP is used by GtkRadiant 1.5.0 and Q3Map2 to point to the actual location of the texture/shader. So there is a bit of inconsistency as far as how everything works.

For most models, it should be simple enough to make the shader = texture location.

So if your texture is located at "models/spd/mymodel/texture.tga", your MATERIAL_NAME and BITMAP values should be, "models/spd/mymodel/texture".
Detoeni
Posts: 20
Joined: Fri Aug 16, 2002 7:00 am

Re: help! UV mapping lost (.ase - to radiant)

Post by Detoeni »

obsidian wrote:See thread here
Ah ha, been looking for that post, SPD posted this over at the SD forums.
http://www.splashdamage.com/forums/show ... hp?t=16693

This post from ydnar is the one I was looking for:
ydnar wrote:You have to bake the texture coordinates into a UV map. The ASE loader doesn't honor any texture scale settings.
The missing texture errors in SPD's post are just to show the diffience in "texture mapping", not the error thats the problem.
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Re: help! UV mapping lost (.ase - to radiant)

Post by Kat »

If the UVWmap is ok then yes, what ydnar said is the problem, texture scaling has been done via the material settings and not by physically resizing the UVWmap itself, which is what needs to be done.
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