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

I cannot exactly say if its the case with hints but i think so. I tried foghull with a 5xxx *5xxx terrain model and it worked so maybe its the same for you here. But i guess you should simply try that.

Btw.: The big problems you will have to face is:

a) All the stuff you convert to .ase will get nonsolid. So you'll have to clip them manually or apply spawnflag (which will double your tris for the model).
b) You will probably get problems with your shadows since Q3map2 has problems with .ase models with more than 1024 polygons. (fake shadows, missing shadows). So if you want to use .ase models, better be on the safe side and split them to several smaller ones.

Greetings from Vienna.  wink

Last edited by morbus (2009-11-18 07:49)

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27

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

SolidFake wrote:

k, a last question
I'm planning to put all the patches and detail brushes in my map and put them all into a single ase model
But I'm also planning to make hint brushes
Now is the question that comes up in my mind, if I am now in one area closed by hint portals and in this area is a part of the ase model and in another area which isn't seen by me is also a part of the ase model, does this gets now drawn too because the hint brush can't divide the model?
Hope you know what I mean.

Nope. The model meshes are subdivided fine.

No pigs were harmed in the making of this game.

¡Puxa Sporting!

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

morbus wrote:

I cannot exactly say if its the case with hints but i think so. I tried foghull with a 5xxx *5xxx terrain model and it worked so maybe its the same for you here. But i guess you should simply try that.

Btw.: The big problems you will have to face is:

a) All the stuff you convert to .ase will get nonsolid. So you'll have to clip them manually or apply spawnflag (which will double your tris for the model).
b) You will probably get problems with your shadows since Q3map2 has problems with .ase models with more than 1024 polygons. (fake shadows, missing shadows). So if you want to use .ase models, better be on the safe side and split them to several smaller ones.

Greetings from Vienna.  wink

I will just split it up into more smaller models, about three models for all solid details and the rest for the nonsolid
Yay, Austria big_smile

@jal: yay, thanks big_smile

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

.map/.ase to .md3
http://www.et-only.com/downloads/tools/readme/

Works great if you want a simple model for use in the awesome gametype you are creating but can't be bothered to learn a 3d modelling app :>

Whenever you set out to do something, something else must be done first.