sev wrote:Some of my experiences:
- Use -game quake3
- With the -subdivisions key you have to experiment, 4-8 for small stuff works good, for bigger things (big rocks) I use up to 256.
- Texturing of brushes gets messed up, but works fine on patches.
- I need to put in at least one structural brush, otherwise I get an error and it does not compile it.
- To import them, right click > misc > misc_model
- To make them solid, you need to manually create the spawnflags key (select model, n, Key: "spawnflags" Value: "2" for auto-clipping, "4" to make bump and norm maps of the textures used on the models work, "6" for both).
I've made a few .asa models now, but Radiant can't import them. If I try importing the .asa as a prefab, I get this:
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Importing map from /Volumes/Radiant/Quake3/baseq3/maps/-test-BuildFolder/maps/blocks.ase
WARNING: no module found for map interface type 'ase'
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If I try importing them as a model, I get this:
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vfsExtractRelativePath: /Volumes/Radiant/Quake3/baseq3/maps/-test-BuildFolder/maps/blocks.ase
cleaned path: /volumes/radiant/quake3/baseq3/maps/-test-buildfolder/maps/blocks.ase
Matching against /users/clund/.q3a/baseq3
Matching against /users/clund/games/quake3/baseq3
vfsExtractRelativePath: failed
trying with a short version
vfsExtractRelativePath: /Volumes/Radiant/Quake3/baseq3/maps/-test-BuildFolder/maps/blocks.ase
cleaned path: /volumes/radiant/quake3/baseq3/maps/-test-buildfolder/maps/blocks.ase
Matching against /users/clund/.q3a/baseq3
Matching against /users/clund/games/quake3/baseq3
vfsExtractRelativePath: failed
WARNING: could not extract the relative path, using full path instead
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Looks to me as if Radiant is stumbling over the paths here. Where are the .asas and .map files supposed to be stored, relative to each other?