JeeMonkey Posted September 16, 2005 Share Posted September 16, 2005 hey yall, i made a model out of brushes and set it up just like ur supposed to to convert it to ase, then i open q3toolz and convert it only when it comes out all the textures are resized and **** and it pisses me off! what code should i use in q3toolz to fix this problem? Link to comment Share on other sites More sharing options...
lassev Posted September 17, 2005 Share Posted September 17, 2005 I have no idea what q3toolz is, but I got my ase creation working following this tutorial: http://en.wikibooks.org/wiki/Q3Map2#Creating_an_.ase_model_out_of_brushwork It takes a little work and understanding to follow the tutorial, and you need to make your own batch files for the ase compile and convert. But it's good to learn these small things anyway, so you hardly lose anything. Link to comment Share on other sites More sharing options...
JeeMonkey Posted September 17, 2005 Author Share Posted September 17, 2005 That tutorial is what I have been using, and it does turn my geometry into an ase model. However, once I create the ase model and view it in radiant, I see that the textures on the surface of the model have been reduced and redisperced and it is ugly. Check out the websites below to see a before and after shot. Before I compile my geometry... http://img286.imageshack.us/img286/3795/newpicture15jc.png After I compile, and view my ase model... http://img286.imageshack.us/img286/6960/newpicture6tf.png Link to comment Share on other sites More sharing options...
lassev Posted September 17, 2005 Share Posted September 17, 2005 Oh, that's a model in your after compile screenshot? How come it contains caulk? Models aren't supposed to have such redundant surfaces. Your shaders aren't working as they should be. Who knows if your texture fitting / alignment problem is related to that. Link to comment Share on other sites More sharing options...
JeeMonkey Posted September 17, 2005 Author Share Posted September 17, 2005 Great, you just restated my problem, thanks. (no offence intended) And what I meant by q3toolz is q3map2toolz. I was just too lazy to write the full name out Also, if I do have a shader problem, plz tell me that it is a problem with q3map2toolz, and that I don't have to reinstall the game or gtk. My q3map2toolz version is [0.6.14]. Know this, that when I compile maps in gtk for play, I can not see caulk! Maybe this will help... This is the command code that I am using in q3map2toolz when I compile my geometry into an ase model: "C:/[i]path/to[/i]/q3map2.exe" -v -meta -patchmeta -subdivisons 6 -game jk3 "C:/[i]path/to[/i]/base/maps/MAP.map" "C:/[i]path/to[/i]/q3map2.exe" -convert -format ase -game jk3 "C:/[i]path/to[/i]/base/maps/MAP.bsp" Link to comment Share on other sites More sharing options...
ensiform Posted September 17, 2005 Share Posted September 17, 2005 well for 1 jedi academy is not -game jk3 its -game ja. and i would do the -game switch before -convert (and the others)... just good practice i guess. also, as you probablly might know, the caulk 'hull' u build around the brush-work for converting, and the playerstart are not in the ase file. i'm also wondering since you have caulk as a texture on your brushes that, that might be affecting it... if u dont want to draw those faces, i would do nodrawnonsolid or nodraw or a clip where player's cannot get through maybe? Link to comment Share on other sites More sharing options...
JeeMonkey Posted September 18, 2005 Author Share Posted September 18, 2005 actually, my q3map2toolz has been configured so that it is -game jk3. also, i didnt have to make a caulk hull around my geometry to make an ase model. Link to comment Share on other sites More sharing options...
wedge2211 Posted September 18, 2005 Share Posted September 18, 2005 Yes, you DO have to make a caulk hull around the model and add an info_player_start to the model .map file. Same rules about leaking apply to ase models as regular maps... Link to comment Share on other sites More sharing options...
JeeMonkey Posted September 18, 2005 Author Share Posted September 18, 2005 Ok so here is what happened: many moons ago when I was a full time mapper, I did not have to make a caulk hull around my geometry to convert it to an ase model. All I had to do was make the geometry and put a 1x1x1 caulk structural brush in the middle of the geometry and then convert it all in q3map2toolz. This time, I tried that first and it didn't work. So I tried the caulk hull and again it didn't work. After many attempts I reolized that the reason neither way was working was because of... well for 1 jedi academy is not -game jk3 its -game ja. So, once changed that, BOTH my way of using a "1x1x1 caulk structural brush in the middle of your geometry" and the common way of using a "caulk hull with an info_player_start" worked just the same to convert to an ase model. I appologize to Ensiform for doubting his words of wisdom, and I thank everyone for their time and effort in helping me solve this problem. p.s. The "1x1x1 caulk structural brush in the middle of your geometry" is the exact way that WadeV1589 taught me to make .ase models. Is WadeV1589 still around? Link to comment Share on other sites More sharing options...
Patrick_H Posted September 23, 2005 Share Posted September 23, 2005 Putting the caulk shader on some of the models brush faces is perfectly OK. The caulk will simply omit those triangles from the finished .ase model. This is the absolute best tutorial available for compiling .ase models. If you follow it closely, you can't go wrong. http://www.map-review.com/index.php?page=tutorial_view&id=29 NOTE: I have saved mslaf's command lines as choosable options in Q3map2 Toolz. The first is prepping your model as a .bsp file that will convert well to .ase format, and the second is an appropriate one to use to convert from .bsp to .ase. Link to comment Share on other sites More sharing options...
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