Hi
I´m trying to import an ase file into radiant.
The model looks right but the texture/shader is missing.
I read a doom3 howto and edited the ase bitmap reference from
*BITMAP "mytexture.tga"
to
*BITMAP "//baseq3/textures/mytexture.tga"
Is this right?
ase import
Take note that Q3 handles ASE files a bit differently than D3.
Here is a sample ASE material list header for Quake III Arena:
Some things of interest:
*MATERIAL_NAME and *MAP_NAME needs to have the same value as your shader name. If no shader exists, basically point to where the texture is located, omitting the mod directory and everything before it as well as the file extension. Also, use forward slashes.
In this case, the texture C:\Games\Quake III Arena\baseq3\models\mapobjects\obsidian\rocky.tga becomes models/mapobjects/obsidian/rocky
*BITMAP isn't used by Q3 but is generally used by your modeling program to display the correct texture when editing. Sometimes, it's useful to have a completely different texture for this, for example, one highlighting UVW seams when you are trying to map the texture coordinates in your modeling program.
Here is a sample ASE material list header for Quake III Arena:
Code: Select all
*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME "models/mapobjects/obsidian/rocky"
*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 "models/mapobjects/obsidian/rocky"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "C:\Games\Quake III Arena\baseq3\models\mapobjects\obsidian\rocky_qer.tga"
*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
}
}
}
*MATERIAL_NAME and *MAP_NAME needs to have the same value as your shader name. If no shader exists, basically point to where the texture is located, omitting the mod directory and everything before it as well as the file extension. Also, use forward slashes.
In this case, the texture C:\Games\Quake III Arena\baseq3\models\mapobjects\obsidian\rocky.tga becomes models/mapobjects/obsidian/rocky
*BITMAP isn't used by Q3 but is generally used by your modeling program to display the correct texture when editing. Sometimes, it's useful to have a completely different texture for this, for example, one highlighting UVW seams when you are trying to map the texture coordinates in your modeling program.
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