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Map-Craft: Tutorials

[ Tutorials in progress | Top 10 | Tutorials ]

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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)

1 - Converting brushes/patches to .ase models
Basically, you copy the brushes and patches to a separate .map, and place them near the origin point (x, y, z = 0, 0, 0) usually with an important or symmetrical point at the origin. Enclose it in a big box of caulk and throw in a spawn point and call it something (e.g. "mymodel.map". Compile with q3map2, using "q3map2 -meta -patchmeta -subdivisions 1 mymodel.map" (you can leave the latter two off if there are no patches, and the -subdivisions line if there are only degenerate patches, i.e. flat ones with no curving edges). The result is a "mymodel.bsp" but you don't vis and light it. Instead, you use "q3map2 -convert ase mymodel.bsp" -- note that's ".bsp" not ".map"! The result should be "mymodel.ase" in the maps directory. You may want to move this to the models/mapobjects directory. Whether you do or not, you use it in your level by right clicking in a 2d view at the point where you want the thing, selecting "misc" and "misc_model", and then locating the "mymodel.ase" in the resulting dialog box. You'll probably want to position the model precisely after that, set the angle or angles key in the entity inspector, and slap on "spawnflags 4" key/value on it so it will be lightmapped instead of looking like crap:) and embed it in a clip brush. (Large models with sizable triangles, like terrain, you'll probably want to "spawnflags 6" to combine lightmapping and autoclipping.)

thanks to Twisted for this tutorial

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