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*MATERIAL_LIST {
*MATERIAL_COUNT 0
}
*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"
}
}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
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*MATERIAL_REF 0
}
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.
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