.ase or .md3 ?

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.ase or .md3 ?

Postby Rad Ished » Mon Dec 17, 2007 12:11 pm

After much con-fumbling and confusion I finally managed to make a .md3, UV map a texture to it and put it in Nexuiz so i could actually see it! Eureka!!! this is the culmination of much trial and for the most part error.
...
The only problem i now have is that this gives rise to many more questions:
1. By what criteria should i choose .md3 over .ase?
2. What did i forget to do that means the .md3 i created can be walked through (it's non-solid) is this because it is a plane and not a shape with volume?
3. Is there anyway to scale these md3's in Radiant or must you go back into blender to find the right fit? I can see a lot of toing and froing in this method.
4. Is it possible to set blender to use qu's as it measuring system or an approximation of them? Or even make some calibration objects, such as a 1024 qu cube and import that to blender?
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Re: .ase or .md3 ?

Postby ai » Mon Dec 17, 2007 1:53 pm

Rad Ished wrote:2. What did i forget to do that means the .md3 i created can be walked through (it's non-solid) is this because it is a plane and not a shape with volume?
3. Is there anyway to scale these md3's in Radiant or must you go back into blender to find the right fit? I can see a lot of toing and froing in this method.
4. Is it possible to set blender to use qu's as it measuring system or an approximation of them? Or even make some calibration objects, such as a 1024 qu cube and import that to blender?

2. I believe it has to do with brushes. Models as general can be walked through. However I've seen two solutions to this, I do not know which one applies to Nexuiz though. One is that you create brushes inside the mapping program, another is that when you export it to .md3 or import it to a mapping program or even might be just a setting, to set it to 'Solid'.

3. I've seen mapping programs that can scale models, I do not know how radiant works though, not a mapper.

4. Qu's as I recall is just a measurement system that only Quake supports/uses. Other programs call this something else and might be totally different than others. In general there's no such thing as a "universal unit". I think for most of the part it's trail and error. However if you're able to have a grid and adjust that grid. Once you find the right size you could save that or memorize it for future work.

I know my answers are not total, but at least a little insight. I also would like some genuine answers.
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Postby Rad Ished » Mon Dec 17, 2007 3:17 pm

I looked at the .ase's and the .md3 tree in brokenworld, they are solid in game but don't seem to have any brushes behind them. Can't think where to put a 'solid' flag.
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Postby tZork » Mon Dec 17, 2007 6:23 pm

For large stuff, use ASE. md3 are sizelimited to 512x512x512 iirc. and the ase files can be edited with a texteditor (to change textures etc).

To make a model 'solid' ya need to set a key named "spawnflags" to "2" (or 6 for lightmaping too) more infe here: http://en.wikibooks.org/wiki/Q3Map2/Ent ... del_entity

Autocliped models with q3map2 has a bug that makes holes apeer in the clipping as some spots. To fix this you need to compile q3map2 yourself with this http://forums.alientrap.local/viewtopic.php?t=2454 patch.

scale: yes, its simple. just add a key/value pair for "scale" and "#" to the misc_model and its scaled accordingly.

qu is quakeunits, as long as your exporter dont rescale the model you dont have to care abt units (this is in effect what universial units is) just assume that one unit in yer editor is one qu and you should be fine.
Last edited by tZork on Mon Dec 17, 2007 8:19 pm, edited 1 time in total.
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Postby TVR » Mon Dec 17, 2007 6:35 pm

I prefer .md3s because they are more interchangeable [use as player models, etc.]

Models can walked through UNLESS:

1. Brushes have been hidden in them
OR
2. You use q3map2's faulty auto-clipping [spawnflag 6 IIRC]

Models can be scaled using the free scale tool [located beside the clipper, qu resizer, rotate, & translate; OR the model can be scaled by using the arbitrary scale tool, found under the 'Modify' tab.

8 quake units = 1 United States customary foot [circa Wolfenstein 3D]
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Postby KadaverJack » Mon Dec 17, 2007 7:06 pm

TVR wrote:8 quake units = 1 United States customary foot [circa Wolfenstein 3D]

That's the "official" conversion, but it doesn't really apply to Nexuiz, unless you assume that 2.62m is a normal size for players...
1qu == 1inch (~2.5cm) works much better, that would make the player's bounding box 1.75m high (afaik that's the scale divverent used for succer_socks).
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Postby torus » Mon Dec 17, 2007 8:10 pm

What tzork said. .ase is better for most things, if only because .md3 has a size limit, and .ase can be edited in a text editor.
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Postby divVerent » Mon Dec 17, 2007 9:16 pm

Blender apparently can't export .ase so that q3map2 reads it. Thus, I completed the q3map2 support for obj so I could make subseatrack.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby torus » Mon Dec 17, 2007 10:36 pm

q3map2 supports .obj??? :shock: :shock: :shock:

And what models were used for subseatrack?
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Postby ihsan » Tue Dec 18, 2007 4:52 am

divVerent wrote:Blender apparently can't export .ase so that q3map2 reads it. Thus, I completed the q3map2 support for obj so I could make subseatrack.

The Unreal Static Mesh export script works well.
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