Some import problems

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Some import problems

Postby torus » Fri Feb 02, 2007 11:34 pm

Well, it seems that my copy of GTKRadiant does not see .ase files, which is necessary because my blender md2 & md3 scripts are broken. I think Im doing the right thing, but just in case, here are the screens -->

Image


Image

Image


Maybe this is the problem?

Code: Select all
Loaded Texture: "C:/Program Files/GtkRadiant 1.5.0/bitmaps/notex.bmp"
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = 32bpp
Unable to find default tag file C:/Program Files/GtkRadiant 1.5.0/nexuiz.game/shadertags.xml. No tag support.
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none


Hmmm... come to think of it, the biggest problem is just that im a noob :roll: :?
Image
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Postby tZork » Fri Feb 02, 2007 11:45 pm

Fishy. Can some other radiant 1.5 user verify the lack of .ase support in the import dialog?

Regardless, Torus try entering *.ase in the dialog and then select the file. I will let ya select it.. the interesting bit will be if it shows up in the editor or not,
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby morfar » Sat Feb 03, 2007 12:27 am

Someone forgot to add ase in nexuiz.game (inside path/to/GtkRadiant 1.5.0/games). You can simply add ase yourself.
Open up nexuiz.game in a texteditor and add ase in modeltypes (should be on line 20) e.g modeltypes="md3 mdl md2 ase"

That seems to work for me.

Sorry for my confusing English... it's late.
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Postby torus » Sat Feb 03, 2007 1:55 am

It seems that after doing what morfar said (thanks btw), Radiant does see my .ase, however it refuses to import it- gives me this error:

Code: Select all
WARNING: could not extract the relative path, using full path instead
Model load failed: "C:/Documents and Settings/User/Desktop/maptry.ASE"
entityCreate -class misc_model


The weird thing is that .ase doesent seem to work in any app other than blender. For example, when I exported an .ase from blender into 3ds max, it did not work. However, when I saved then opened my map exported as a wavefront .obj, 3ds opened it without a hitch- BUT 3ds max could NOT OPEN an .ase that 3ds itself exported! :x :cry:
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Postby torus » Sat Feb 03, 2007 3:15 am

Ive come to the conclusion that my computer doesnt want me to use it for anything fun. *shakes fist* :)
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Postby Psychcf » Sat Feb 03, 2007 3:39 am

Torus wrote:Ive come to the conclusion that my computer doesnt want me to use it for anything fun. *shakes fist* :)


nah, it just wants you to have a social life :lol:
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Postby morfar » Sat Feb 03, 2007 12:43 pm

My guess is that Blender's ASE exporter suck. ASE must be fucked in some way. Use proper modeling tools. :]
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Postby torus » Sat Feb 03, 2007 8:49 pm

Thats what I thought, until I exported .ase from 3ds max (the programs' own fucking proprietary format) and it didnt work.) What would you suggest as proper modelling tools? I have 3ds max, its just more difficult to use than blender. If you mean maya, well, maya isnt much better. I used a friend's maya, and it turns out pretty much all support/exsistance of exporters of quake 3 formats (md2/md3/ase) ended at version 6. harumph. :evil:
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Postby morfar » Sat Feb 03, 2007 9:48 pm

Last time I imported a ASE model in Radiant I used 3dsmax 8 or something... It was a simple cube ;) ASE is a 3dsmax invention, so it should be okay to use that :P
Maybe your model is too complex?
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Postby torus » Sun Feb 04, 2007 12:05 am

After searching some (alot), I found this interesting tidbit:



Sent: 22 July 2004 09:08
To: gtkradiant@zerowing.idsoftware.com
Subject: [Gtkradiant] GTKRadiant Bug Report


This bug report was submitted from [IP Address] using the Bug Report =
Submission Form on the QERadiant Website at 03:07:54 CDT Jul 22, 2004.

---

BUG REPORT

CPU/RAM/Operating System: AMD 3000+ XP _ 1GB Geil PC3200 Memory Dual =
Channel_ WinXP Pro Updated Fully
Hard Drive Space: 17 of 600gb
Video Card/OpenGL Drivers: PNY TI4600 128mb latest nvidia
Version of GTKRadiant: 1.4.0 (SD ET)

Error:
When loading models the match path has a extra / before etmain.
The compare function to strip relative path is problematic, works fine =
for RTCW md3 in mode.


below is console output.


vfsExtractRelativePath: C:/Program Files/Wolfenstein - Enemy =
Territory/etmain/models/mapobjects/xlab/cart.md3
cleaned path: c:/program files/wolfenstein - enemy =
territory/etmain/models/mapobjects/xlab/cart.md3
Matching against c:/program files/wolfenstein - enemy territory//etmain
vfsExtractRelativePath: failed
trying with a short version
vfsExtractRelativePath: C:/Program Files/Wolfenstein - Enemy =
Territory/etmain/models/mapobjects/xlab/cart.md3
cleaned path: c:/progra~1/wolfen~1/etmain/models/mapobj~1/xlab/cart.md3
Matching against c:/program files/wolfenstein - enemy territory//etmain
vfsExtractRelativePath: failed
WARNING: could not extract the relative path, using full path instead
ERROR: PicoLoadModel: Failed loading model C
LOADED: models/mapobjects/xlab/cart


Cause of Error:
Run in Enemy Territory Mode
Right Click 2D
Misc misc_model
when you browse for path it gets it


Only solution, which is a pain is to goto entities and manually adjust =
key pair to relative.


My output is almost identical. So- Im gonna try a few different builds of radiant, maybe a different one works. If not, its no big deal. Ill just stick to conventional shit, instead of my whacky ideas. :D Thanks for all the help :mrgreen:
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