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Map-Craft: Tutorials

[ Tutorials in progress | Top 10 | Tutorials ]

 More information
Converting brushes/patches to .ase models
814 reads | Write a comment | Comment(s) posted for this tutorial.

1 - Converting brushes/patches to .ase models
2 - Creating an .ase model out of brushwork
3 - Coverting with BATCH files (Bmodel to ase model)

3 - Coverting with BATCH files (Bmodel to ase model)
Original Source:
http://www.lucasforums.com/showthread.php?s=&threadid=129245

Put this batch file into your Radiant folder.....

Here is the batch file I use to convert brush work into ASE models:

"C:\Program Files\GtkRadiant-1.4\q3map2.exe" -meta -patchmeta -subdivisions 4 -game ja "C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\example.map"
"C:\Program Files\GtkRadiant-1.4\q3map2.exe" -convert -format ase -game ja "C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\example.bsp"

Here is a TUTORIAL from mslaf:


1. Create a model build with brushes and/or patches and save it as a Radiant's
prefab.

Result: You will have model separated from the rest of geometry.
################################################## #############

2. Start a new map and load previously saved prefab. Move it
to the center (0,0,0 or |_ ) as this point will become the center
of an ASE model after conversion process.
You can adjust this position according to your needs.

Result: Your new map will contain the single model build with brushed.
################################################## #############

3. Create a room surrounding the model - to separate it from the void and
avoid leaks. Apply the system/caulk texture on all room surfaces:
external and internal.

Result: You will have your further ASE model (currently build with
radian's polyhedrons) inside an empty caulked room.
################################################## #############

4. Create an "info_player_start" entity inside the room. The entity will be
removed during BSP2ASE conversion but you need it to avoid "map
leaked" error during the bsp phase. Save your map as map2ase.map.

Result: You will have a model and info_player_start inside the caulked
room saved as “map2ase.map”
################################################## #############

5. Compile the saved map with:

[ modify the "C:\Games\Jedi Academy\GameData" according to your installation
path ]

C:> q3map2 -meta -patchmeta -subdivisions 3 -game ja -fs_basepath "C:\Games\Jedi
Academy\GameData" "C:\Games\Jedi Academy\GameData\base\maps\map2ase.map"

and if there's no errors, convert it to an ASE format with:

C:> q3map2 -convert -format ase -game ja -fs_basepath "C:\Games\Jedi
Academy\GameData" "C:\Games\Jedi Academy\GameData\base\maps\map2ase.bsp"

Now, you can move the map2ase.ase model to "models\map_objects\youmap"
subdirectory.

Result: You will have an ASE model converted from the map file.
################################################## #############

6. Now you must fix shader/textures names inside an ASE model. Open the
map2ase.ase
in your favorite editor and look for every line starting with:

*MATERIAL_NAME "

like:

*MATERIAL_NAME "\something\something\texture.jpg"
or
*MATERIAL_NAME "/something/something/texture.tga"
or
*MATERIAL_NAME "..\something\something\texture.tga"

The shader/texture names above are incorrect and should be modified.
The correct material name should be like:

*MATERIAL_NAME "textures/something/something/texture"

so you should:

- replace all "\" with "/"
- remove all ".."
- remove all extensions like ".tga", ".jpg" etc. no matter if it's a shader or a
'simple' texture.
- remove the "/" or "\" on the beginning of material's name as the shader name
must start with a letter.
- insert the "textures/" on the beginning of material's name if it's missing.

I use the linux's "sed" utility for this operation but if you don't know it or
don't have it you can automate these changes with an editor macros or other
techniques.

Apply the changes, save your ase2map.ase and try to load it in the Radiant.
Check the Radian's log if something is not right. If the model loads
successfully and looks fine in the editor it should be fine in the game. Try to
create a simple map with your model and check it out.

Good luck.

ms.-

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