Tutorial: How to import ASE models into Radiant from 3dsMax

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Tutorial: How to import ASE models into Radiant from 3dsMax

Postby Oblivion » Sat Nov 28, 2009 10:41 am

Tired because of some problems with my map and having such a hard time finding resources to even the simplest of questions. So I decided to make a tutorial somewhat on the step by step how-to's of importing an ASE model into NetRadiant from 3dsMax. Something which has very little documentation since most people here use Blender. This tutorial assumes you already know the basics of modeling and texturing.

NOTE: For people using Blender, please click this link to go to a similar tutorial on exporting ASE models from Blender by tonnedu: http://www.box.net/shared/9zis1qnr1u

1. Create your model.

Make sure it's optimized. Weld all redundant vertices, make sure there are no inverted normals, apply smooth groups, and DON'T for the sake of goobers make a model with a gajillion polies. Remember this is for a game not a movie.

In this tutorial I made a cannon/jumppad model that will also be used in a map I am currently making.

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2. Unwrap and texture your model.

I deliberately used a model which uses several materials in it. Note that you do not need to assign a Multi/SubObject Material on the model. Just apply individual materials to whatever faces you want to your heart's content.

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Make sure all your materials are named correctly. Even if the ASE export specifies bump maps, specularity maps etc. NetRadiant ignores those and focuses solely on the diffuse texture. The engine will automatically read secondary textures by itself based on similarity of the filename and the suffix appended. A good thing about this is that you can edit the textures used later on, and even add more, like bump maps or self-illumination maps in case you forgot to add it inside 3dsmax itself.

From the wiki:

* texturename.tga - diffuse texture
* texturename_norm.tga - normal map. Nexuiz uses tangent space normal map with inverted Y channel (OpenGL style) you can put height map in normal maps alpha channel and it will be used when offset or relief mapping is on
* texturename_bump.tga - bump map. Normal map have higher priority and it will overwrite bump map. It's wise to convert your bump map to normal map, because that way you can have higher roughness since height of each bump map is limited by cvar
* texturename_gloss.tga - specular, shininess strength. It can use colour (note from me: basically it's a combination of 3dsmax's specularity level and specularity color maps)
* texturename_glow.tga - fullbright map or self-illumination map or Incandesence map or how else its called :). This textures specify areas that will always have 100% lighting, they will be very bright and will glow in the dark

The following are for character models:

* texturename_pants.tga - primary colour. This one tells what part of texture will use custom colour. Make it grayscale and leave same area 100% black in diffuse texture
* texturename_shirt.tga - secondary color

Note that while the example filenames use a .tga format, I highly recommend using .jpg's instead to keep your pk3 files smaller. Also, the bump maps will not show up on default test compiles (from tZork), they'll only become visible ingame once you do a -deluxe light compile which is part of all the default final builds in radiant.

Details can be found here:

http://dev.alientrap.org/wiki/1/Textures

3. Place all the textures you used (or a copy of them) inside Nexuiz/data/textures/yourmapname/. Where you originally referenced them from inside 3dsmax is not important. Note that it's a good practice to make different folders with the name of your map inside the textures directory rather than just place them directly within Nexuiz/data/textures/.

The map I will be using this model for is named corsair, so I placed my textures inside Nexuiz/data/textures/corsair/

Note that if the folder does not exist in your nexuiz install, create it.

4. Rename the Material and enable DirectX display of materials. The following is the most important step if you want your models to have textures both ingame and in-editor.

Image

a) change the Material NAME (not the paths of the maps themselves) to point to the name of your texture inside the nexuiz data folder.

format should be: textures/yourmapname/nameoftexture

File extensions are not necessary. And you only need to point to the name of your diffuse texture. The other maps (_gloss, _bump, etc.) if present will be read automatically by the engine. Do this for all of the materials you used. (In this example I used three, so I named them textures/corsair/blimp, textures/corsair/metalblack, and textures/corsair/rust respectively).

b) Check the DX display of standard material under the DirectX manager rollout. Neglecting to do this will mean your models will say 'no shader found' in-editor but will show the correct textures ingame. And believe me, working on a map when you can't see the textures is hellish.

5. Export the model as ASE (file>export selected) with the following settings.

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If you had animations or whatnot you can change the export settings, but I personally don't know what the correct settings are for importing animated ASE models into radiant.

6. Place the newly created ASE model into Nexuiz/data/models/yourmapname/

Again if a models/ folder does not exist in your Nexuiz install, create it.

7. Open your map (or your soon to be map) in NetRadiant/GTKRadiant. Right click on the window with the grids and select misc>misc_model then navigate to where you placed your ASE model inside the Nexuiz/data/models/yourmapname/ folder, change the dropdown selection to show .ASE files, select the ASE file and click open.

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8. That's it. If you did all the previous steps correctly you should now see your model inside radiant.

Helpful tips:

- use the modelscale key in the entity viewer to scale your models correctly.
- use spawnflags 6 to make your model act like it's a brush (i.e. lighted, solid, etc.)
- AFAIK ASE models can NOT be flipped (although they can be rotated). Which sucks. T_T Also I've encountered a lot of problems in which radiant seems to assign the ASE models with new pivots (or as it calls them 'origins') which makes it very unpredictable for rotation and scaling of the models.

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Last edited by Oblivion on Sun Dec 20, 2009 10:20 am, edited 1 time in total.
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Postby torus » Sat Nov 28, 2009 3:00 pm

Nice tutorial. Using Max is still probably the easiest way to do it- I never quite figured it out in Blender.
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Postby Rad Ished » Sat Nov 28, 2009 3:44 pm

Yeah, me neither, i can manage one material for an .ase out of blender and thats all. I think Fruitiex managed it for the terrain out of his greatwall revamp.
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Postby FruitieX » Sat Nov 28, 2009 4:47 pm

Rad Ished wrote:Yeah, me neither, i can manage one material for an .ase out of blender and thats all. I think Fruitiex managed it for the terrain out of his greatwall revamp.

I used the md3 format. :)
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Postby toneddu2000 » Sun Nov 29, 2009 1:02 pm

torus wrote:Using Max is still probably the easiest way to do it- I never quite figured it out in Blender.
I use Blender and ase work always great. It's just a setting paths matter.
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Postby tZork » Mon Nov 30, 2009 1:58 pm

Nice tutorial Oblivion =)
I may pitch in that creating a reference box sized 69x32x32 in 3ds is a good idea, since this is the size of the player models (its bbox). Having this you can scale your models right before export avoiding modelscale in radiant
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Re: Tutorial: How to import ASE models into Radiant from 3dsMax

Postby Cuinnton » Mon Dec 07, 2009 8:05 am

great work, you are making great contributions
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Re: Tutorial: How to import ASE models into Radiant from 3dsMax

Postby toneddu2000 » Tue Dec 15, 2009 7:29 pm

I wrote a little tutorial about exporting ASE from Blender. Is very minimalistic and it doesn't explain how to use multiple maps (because I never tried!)but maybe someone can find it useful
here is the link:
http://www.box.net/shared/9zis1qnr1u

P.S:If you ever tried to export multiple map files (diffuse,glow,etc) from Blender, tell me how to do and I'll add to this tutorial!
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Re: Tutorial: How to import ASE models into Radiant from 3dsMax

Postby Oblivion » Sun Dec 20, 2009 10:19 am

toneddu2000 wrote:I wrote a little tutorial about exporting ASE from Blender. Is very minimalistic and it doesn't explain how to use multiple maps (because I never tried!)but maybe someone can find it useful
here is the link:
http://www.box.net/shared/9zis1qnr1u

P.S:If you ever tried to export multiple map files (diffuse,glow,etc) from Blender, tell me how to do and I'll add to this tutorial!



You should make a new thread too and have admins sticky it or something. I'll add the link to the first post in this thread though.

And no, sadly, I never learned how to work with blender. It's interface is way too mysterious for a max user like me.
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Re: Tutorial: How to import ASE models into Radiant from 3dsMax

Postby toneddu2000 » Sun Dec 20, 2009 8:17 pm

Thanks Oblivion for the link! I'm not so convinced to create a new post because this is my third "miniguide"(or tutorial, or whatever), and nobody has replied me with suggestion or critics. For example, in the whole forum, there's NO COMPLETE GUIDE, about export modeling from Blender to zym (just some thread in the forum). I wrote that and only Ihsan (who I thank him for his tips) and Giuseppe replied me with a post. So, I'll finish this guide and I'll leave it on your thread, if this doesn't bother you, course!
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