[MAP] aurora_v1r1

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby torus » Sat Aug 23, 2008 6:05 pm

I've heard reports of people getting the .ase export script to work (tZork maybe?). Also, if you have Windows, 3ds Max has a functional .ase exporter.
Image
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Postby tZork » Sat Aug 23, 2008 6:52 pm

i use this one http://www.katsbits.com/htm/tools_utilities.htm#ase and it seems to work just fine:

Image

What does NOT work is using a model without a material. so you will need to edit your .ase file to have one.

to do this, open the exported ase with your favorite text editor and find this block:
Code: Select all
*MATERIAL_LIST {
   *MATERIAL_COUNT 0
}


and replace it with something like:

Code: Select all
*MATERIAL_LIST {
   *MATERIAL_COUNT 1
   *MATERIAL 0 {
      *MATERIAL_NAME "textures/terrain_dotproduct2/snow-rock05"
      *MATERIAL_CLASS "Standard"
      *MAP_DIFFUSE {
         *MAP_NAME "main"
         *MAP_CLASS "Bitmap"
         *BITMAP "W:\spel\Nexuiz-Dev\data\textures\terrain_dotproduct2\snow-rock05.jpg"
      }
   }
}

then at the very end of the file you have something like:
Code: Select all
   *PROP_MOTIONBLUR 0
   *PROP_CASTSHADOW 1
   *PROP_RECVSHADOW 1
}

you need to add a material reference here as *MATERIAL_REF 0 :
Code: Select all
   *PROP_MOTIONBLUR 0
   *PROP_CASTSHADOW 1
   *PROP_RECVSHADOW 1
   *MATERIAL_REF 0
}


maybe theres some better way, but this works. some python enlighten fella could probably add this to the export script easily.
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 zuriastrad » Sat Aug 23, 2008 9:07 pm

if you give your mesh a material and a texture in blender then the ase will come out ok. all you need to do then is edit the bitmap line to something like this...

*BITMAP "/textures/mesh-skin.tga"
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Postby tZork » Sat Aug 23, 2008 10:51 pm

Cool, im so hopeless with blenders material system i prefer to avoid it :S
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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Location: Halfway to somwhere else

Postby sev » Sun Aug 24, 2008 6:14 am

dublpaws wrote:sev, I've looked into .ASE with blender. I had to abandon that track. Why? Well This is what I did, wrote a small automation script:
Code: Select all
import os

cmds = ['./q3map2.x86 -v -game quake3 -fs_basepath "/home/dublpaws/nex-242/Nexuiz/" -bsp -meta -patchmeta -subdivisions 6 aurora.map',
        '/usr/lib/gtkradiant/q3map2.x86 -v -connect 127.0.0.1:39000 -game quake3 -fs_basepath "/home/dublpaws/nex-242/Nexuiz/" -fs_game data -meta -convert ase /home/dublpaws/nex-maps/aurora/aurora.bsp']
for cmd in cmds:
    print cmd
    print os.popen(cmd).read()

1. built a map of some patch meshes
2. compiled to bsp
3. converted to ase.
4. import to blender with ase-import-goofos-0.13.py
At this point in blender the imported model has no texturing. I thought maybe the import script tucked that information away somewhere. Guess not.
5. ase-export-6.10.py from blender back to ase
6. import misc_model into gtkradiant
7. ...
8. Hey man, where's the model? It's just a little cube that says shader not found.

I think somewhere between 4 and 5 the texturing information evaporates which leaves radiant in a lurch, unable to display the model. :cry:


I'm not sure what you want to do with blender, but it seems that at step 3 you have an ase model. What happens if you import that into Radiant (as a model, right click > misc > misc_model) ?
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HALLELUJAH

Postby dublpaws » Tue Aug 26, 2008 3:01 am

zuriastrad, Tzork, Praise the Lord Almighty god adding material worked. \o/ Looks like the normals are whacked though, probably a quick fix in blender.

Image

Image

sev, I'll try skipping the blender step. what I was hoping to do in blender is join patch meshes so the player character wouldn't get stuck at the abutment lines. This should also remove the visible holes. Blender also has a neat vertex "decimator", which should help with the triangle count.
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