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back[guide]How to create a .ase model with radiant

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[guide]How to create a .ase model with radiant
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Anthy

Member
(1566 posts)

Hello
Today im gonna show u how to create a .ase model with your netradiant

#1
Run your Netradiant and open new file


http://padpork.warsow-esport.net/files/anthy/1.jpg


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


http://padpork.warsow-esport.net/files/anthy/2.jpg


#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 !)


http://padpork.warsow-esport.net/files/anthy/3.jpg


#4
Put insie of the box "info_player_start"


http://padpork.warsow-esport.net/files/anthy/4.jpg


#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


http://padpork.warsow-esport.net/files/anthy/5.jpg


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


http://padpork.warsow-esport.net/files/anthy/6.jpg


#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


http://padpork.warsow-esport.net/files/anthy/7.jpg



http://padpork.warsow-esport.net/files/anthy/8.jpg


Now compile your map and run wsw !


http://padpork.warsow-esport.net/files/anthy/wsw00045.jpg


Edit*
Hope it gonna help :)
if i forgot about smthg, pm me or post here

DUble

Member
(73 posts)

jal

master of the universe
(10599 posts)

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".

Anthy

Member
(1566 posts)

well, u are right :)
its not so important

anyway
added to wsw.wiki
http://www.warsow.net/wiki/index.php?ti ... Netradiant

morbus

Member
(48 posts)

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.

homart

Player
(681 posts)

i don't have the Toase option :(
if somebody can put .ase model here it would be fun

m0t0

Member
(843 posts)

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

DUble

Member
(73 posts)

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!

Anthy

Member
(1566 posts)

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 :)

jal

master of the universe
(10599 posts)

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.

jerms
Member
(727 posts)

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 ^^

Anthy

Member
(1566 posts)

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

Player
(681 posts)

some spot light would be great of some other stuff

After making our custom .ase
are they any way for retexturing the model?

Anthy

Member
(1566 posts)

u are able to use wsw models, so check them for some spotlights etc :)

Hero

Kiddy-ho!
(981 posts)

Anthy wrote:

u are able to use wsw models, so check them for some spotlights etc :)

where I can find these wsw models??

Anthy

Member
(1566 posts)

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.


SolidFake

Member
(4388 posts)

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?

jal

master of the universe
(10599 posts)

They are more optimized than brushes for rendering. In any case, models are always better when made in a modelling tool, ofc.

SolidFake

Member
(4388 posts)

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?


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