Hello. I'm currently making a map for Quake 3 using GTK radiant 1.5, but I've ran into a problem trying to texture my models with custom shaders. What I do is I model in MODO, export as .obj and import into MAX and then export as .ase and finally import into gtk 1.5. That has worked so far, albeit with minor adjustments to the .ase file after export. But now I don't know what to do. I want to texture a subgroup of my model with this shader specifically:
Don't really know how modo works, but when I model for Q3 in max and I need to have two different shaders on a object, I just create two normal materials and apply them to different faces (I don't use any strange material properties like sub/multi material or something else). Sometimes, I need to remove the bitmap data from the ase after it has been exported, if I don't q3 thinks that is the shader, not the material name.
GTK can import OBJ directly too, however, I don't know how to set up materials for it, same with 3DS, seems the "textures/folder/shader" thing only works with ase. Seems other formats strips the "/"
Which format did you use for your models? If you used .ASE could you please post a snippet of the code of some model or perhaps the whole file altogether? So that I might compare. Thanks.
This looks fishy to me, all my ASE models reference their textures this way: "textures/egyptsoc_sfx/jpblue_floor1a" . With forward slashes and no leading slash.
This looks fishy to me, all my ASE models reference their textures this way: "textures/egyptsoc_sfx/jpblue_floor1a" . With forward slashes and no leading slash.
I use forward slashes and a leading slash on all my references, and they work. The problem is getting custom shaders to work. I really want to be able to just apply the shader specified in the .shader file and not have to recreate it in modo.
Captain a13n wrote:Radiant and q3map2 do not recognize submaterials applied in 3dsmax.
These were applied in modo, although I don't think that matters since max recognized them as sub materials and it's from max that I exported my model.
Regardless; they do work. All my models use sub materials and they show up both in the editor and ingame. There is some tinkering with the .ase file involved however.
Games have trouble with ASE materials if they're set up as multi-materials, so Max being able to read the model isn't helping narrow the problem down. To get multiple (different) materials working correctly you need to have each material assigned to a separate Geometric object... so looking at the file it'll show a number of separate objects listed in the gubbings of it.
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Kat wrote:Games have trouble with ASE materials if they're set up as multi-materials, so Max being able to read the model isn't helping narrow the problem down. To get multiple (different) materials working correctly you need to have each material assigned to a separate Geometric object... so looking at the file it'll show a number of separate objects listed in the gubbings of it.
Thanks, but I'm not exactly sure how this helps me. Maybe I haven't been specific enough.
I want to be able to have my model refer to a .shader file, or more precisely a specific shader within that .shader file. Purely theoretically I think it should work since the .ase file is read inside the editor and should therefore be able to successfully refer to the shader. But that's all just guesswork.
In any case. If I had instead separated the model into several objects or simply just had a single object, how would i texture that model with a custom shader?
Scroll down about half way until you see my post with all the screenshots. Also be sure to check out ydnar's comment just below my mini-tutorial. (lol... I was still on a 56K modem back when I posted that)
When you have submaterials like that, it can often lead to unpredictable behaviour in certain games depending on how the ASE file is being read. Q3Map2 doesn't like submaterials, so you're better off splitting models that requires 2 or more shaders on certain faces off into entirely different meshes.
Here's a sample of what a properly set up model should look like:
You were right, of course. After dividing my models into several meshes, which wasn't easy because it made exporting the model quite a struggle, I managed to texture it probably. All thanks to you guys. Cheers!