Hi all, I ran into a problem today that I've never run into before.
I have a ASE model comprised of all patches that will not compile into my map. I have had no previous problems using ASE models comprised from brushwork, but this is my first one made from patches. I even included some brushes in the model just to see if that was a problem but that didn't make a difference.
The model displays fine in gtkradiant - I can scale and rotate it just like any other model but when I compile my map it shows up as that XYZ/RGB missing model placeholder. I have tried moving the model to different folders but that shouldn't (and didn't) make a difference.
I am compiling from a batch file and have tried various command line switches in the bsp stage without success - the model disappears in the bsp phase.
I receive no errors in gtkradiant, q3map2 or the game itself - it just shows up as a missing model ingame.
The model was created in gtkradiant and then converted to ASE by q3map2 - something that I've done many times before.
Currently the model is not clipped but that never made a difference previously as far as including it in the compile.
I am using GTKradiant 1.4 and q3map2 version 2.5.16
misc_gamemodel vs. model?
Any suggestions?
ASE Model Compile Problem
ASE Model Compile Problem
[color=#4040FF][b]www.mrlego.com[/b][/color]
Re: ASE Model Compile Problem
open the .ase up in wordpad and replace all the \'s with /'s
also replace the one line with ..\textures\texture_folder\texture.tga to textures/texture_folder/texture
remove all .tga and .jpg from the file. It will then look for anything with that name eg a shader/tga or a jpeg (in that order) rather than specifically looking for just a .jpg
if it doesn't work out for you then post the first part of the model with all the material info and i can do it for you
also replace the one line with ..\textures\texture_folder\texture.tga to textures/texture_folder/texture
remove all .tga and .jpg from the file. It will then look for anything with that name eg a shader/tga or a jpeg (in that order) rather than specifically looking for just a .jpg
if it doesn't work out for you then post the first part of the model with all the material info and i can do it for you
[url=http://gotdelirium.com/][img]http://www.gotdelirium.com/stuff/gdd.png[/img][/url]
Re: ASE Model Compile Problem
I made a rookie mistake, I had them in as misc_gamemodel instead of misc_model.
That will teach me to cut & paste in editpad.
Thanks for the reply.
That will teach me to cut & paste in editpad.
Thanks for the reply.
[color=#4040FF][b]www.mrlego.com[/b][/color]
Re: ASE Model Compile Problem
I was also wondering why some shaders disappeared after compiling the model.Delirium wrote:...remove all .tga and .jpg from the file...
Does anybody know why q3map2 takes only the main image of the shader out? Deleting the jpg or tga solves the problem.
Q3map2-Export gives "*BITMAP "..\textures\something\shader.tga" instead of "..\textures\something\shader"
Re: ASE Model Compile Problem
Neoplan, I really am not following what you say at all?
ignore the .tga extension.
Quake will pick up the shader used in the model. For example, if your model uses a shader called myshader that will be represented in the ase text file as myshader.tga. Even if a real myshader.tga doesn't exist as long as a shader is found with that name in the right location it will still work.
ignore the .tga extension.
Quake will pick up the shader used in the model. For example, if your model uses a shader called myshader that will be represented in the ase text file as myshader.tga. Even if a real myshader.tga doesn't exist as long as a shader is found with that name in the right location it will still work.
Re: ASE Model Compile Problem
neoplan, when q3map2 converts a bsp to a map it attempts to assign the qer_editorimage to the surfaces instead of the shader name. I don't know if there was a ever a reason for this, I never got to figure out what could that reason be.
If you use netradiant's q3map2 add -shaderasbitmap to the bsp-to-ase compile line, and it will assign the straight shader names to the model.
If you use netradiant's q3map2 add -shaderasbitmap to the bsp-to-ase compile line, and it will assign the straight shader names to the model.
Re: ASE Model Compile Problem
you mean bsp to ase, right? and this was exactly the thing i was looking for. gotta try -shaderasbitmap with the q3map2 2.5.17n. Thank you!
Edit:
I don't know if my way of creating ase models is different to others since hardly anybody got similar experience.
First i do the brushwork, save the map and (since I use q3map2toolz) compile the .map-file with: -bsp -np 1 -meta -patchmeta -subdivisions 1
After that, I convert the bsp to an ase-model with: -convert ase
Edit:
I don't know if my way of creating ase models is different to others since hardly anybody got similar experience.
First i do the brushwork, save the map and (since I use q3map2toolz) compile the .map-file with: -bsp -np 1 -meta -patchmeta -subdivisions 1
After that, I convert the bsp to an ase-model with: -convert ase
Re: ASE Model Compile Problem
Ye, I meant bsp to ase. It was a lapsus.
I added the conversion cmd line to the radiant menus. I find it more comfortable than using q3maptoolz or bat files, but that's a matter of personal preference. My conversion cmd line is:
map compile: -meta -patchmeta -subdivisions 8
conversion: -convert -format ase -shadersasbitmap
I added the conversion cmd line to the radiant menus. I find it more comfortable than using q3maptoolz or bat files, but that's a matter of personal preference. My conversion cmd line is:
map compile: -meta -patchmeta -subdivisions 8
conversion: -convert -format ase -shadersasbitmap