[guide]How to create a .ase model with radiant
Hello
Today im gonna show u how to create a .ase model with your netradiant
#1
Run your Netradiant and open new file

#2
Create something nice at your Netradian.
Here is an example of woodden box.

#3
Make a hollow box, texture it with "caulk", and make sure your model (wooden box) is inside of this box ( i changed a bit one wall to show u whats inside !)

#4
Put insie of the box "info_player_start"

#5
Take care of your position of your brushwork! Origin of the .ase model is always at x=0 y=0 z=0.
Then compile it with Q3map2:(ToAse)
After compile process, u can find your model file (.ase) at basewsw/maps

#6
Now open your map project, click somewhere with right mouse button and choose misc -> misc_model

#7
find your model and click open :) (a wooden box !)
Then open Entities:
mark the forcemeta so they can use materials and cast light
and for solid, so your box gonna be solid :D


Now compile your map and run wsw !

Edit*
Hope it gonna help :)
if i forgot about smthg, pm me or post here
Today im gonna show u how to create a .ase model with your netradiant
#1
Run your Netradiant and open new file

#2
Create something nice at your Netradian.
Here is an example of woodden box.

#3
Make a hollow box, texture it with "caulk", and make sure your model (wooden box) is inside of this box ( i changed a bit one wall to show u whats inside !)

#4
Put insie of the box "info_player_start"

#5
Take care of your position of your brushwork! Origin of the .ase model is always at x=0 y=0 z=0.
Then compile it with Q3map2:(ToAse)
After compile process, u can find your model file (.ase) at basewsw/maps

#6
Now open your map project, click somewhere with right mouse button and choose misc -> misc_model

#7
find your model and click open :) (a wooden box !)
Then open Entities:
mark the forcemeta so they can use materials and cast light
and for solid, so your box gonna be solid :D


Now compile your map and run wsw !

Edit*
Hope it gonna help :)
if i forgot about smthg, pm me or post here
Anthy wrote:
But u should move this .ase fail to basewsw/models/mapobjects
Fail! :P
Thnx for the tute. Would be even nicer if you moved it to the wiki, where the mapping "how tos".
well, u are right :)
its not so important
anyway
added to wsw.wiki
http://www.warsow.net/wiki/index.php?ti ... Netradiant
its not so important
anyway
added to wsw.wiki
http://www.warsow.net/wiki/index.php?ti ... Netradiant
Ad a: Model Orginin:
Before exporting to .ase: Take care of your position of your brushwork! Origin of the .ase model is always at x=0 y=0 z=0.
Ad b: CAULK!:
Before exporting to .ase: Put caulk texture to all faces that are not visible. Otherwise your model will have heaps of polygons more than necessary.
Before exporting to .ase: Take care of your position of your brushwork! Origin of the .ase model is always at x=0 y=0 z=0.
Ad b: CAULK!:
Before exporting to .ase: Put caulk texture to all faces that are not visible. Otherwise your model will have heaps of polygons more than necessary.
i don't have the Toase option :(
if somebody can put .ase model here it would be fun
if somebody can put .ase model here it would be fun
homart wrote:
i don't have the Toase option :(
if somebody can put .ase model here it would be fun
if youre using netradian try Export to ASE
And Anthy great tutorial
homart wrote:
if somebody can put .ase model here it would be fun
F1 would be great if somebody could share some .ase files, I'am on my laptop so I can't use my mouse that fast because of laptop has way different mouse .. :( Someone share .ase models please!
morbus wrote:
Ad a: Model Orginin:
Before exporting to .ase: Take care of your position of your brushwork! Origin of the .ase model is always at x=0 y=0 z=0.
Ad b: CAULK!:
Before exporting to .ase: Put caulk texture to all faces that are not visible. Otherwise your model will have heaps of polygons more than necessary.
well
A: this is default position for mapping
B: caulk is important all the time, so ofc u have to use caulk when u are creating model too !
but thanks anyway :)
homart, try to dl some latest netradiant version, if u will not find "toase" ill upload build menu :)
A is an important hint, tho. If you don't center it well you may
get troubles at trying to place it, specially if the origin gets
inside a brush.
jal wrote:
A is an important hint, tho. If you don't center it well you may get troubles at trying to place it, specially if the origin gets inside a brush.
yes and with rotation tools, i get some funny things with a model which wasn't centered ^^
kk, #1 post and wiki updated
homart btw, what .ase do u need ?
if u are talking about this wooden box, i can upload and put link here for u
but if u want some other models, create a new topic and ask about custom models
homart btw, what .ase do u need ?
if u are talking about this wooden box, i can upload and put link here for u
but if u want some other models, create a new topic and ask about custom models
some spot light would be great of some other stuff
After making our custom .ase
are they any way for retexturing the model?
After making our custom .ase
are they any way for retexturing the model?
u are able to use wsw models, so check them for some spotlights etc
:)
Anthy wrote:
u are able to use wsw models, so check them for some spotlights etc :)
where I can find these wsw models??
Hero wrote:
where I can find these wsw models??
basewsw
open your data0_05pure.pk3 with winrar or pakscape
then models/mapobjects
Some info from Jal
Jal wrote:
I can't guarantee that those same models will stay there forever. They'll probably change over time.
hm, nice work, but only one question
Why should I make this if I can achieve the same with saving my brushwork as prefabs without making a box around them or center problems and where I even can change them after I imported them?
Why should I make this if I can achieve the same with saving my brushwork as prefabs without making a box around them or center problems and where I even can change them after I imported them?
They are more optimized than brushes for rendering. In any case,
models are always better when made in a modelling tool, ofc.
jal wrote:
They are more optimized than brushes for rendering.
Huh?
How are they better optimized? I ever thought that using models is bad for performance because subdivisions can't divide them down?
Does this mean if I make my map completely out of brushes, then save it as a ase model and import that model in a map I will get better performance than if I hadn't done this?

