{"id":2236,"date":"2024-04-13T18:40:16","date_gmt":"2024-04-13T17:40:16","guid":{"rendered":"https:\/\/www.katsbits.com\/site\/?p=2236"},"modified":"2024-04-13T18:40:16","modified_gmt":"2024-04-13T17:40:16","slug":"make-models-from-bsp-maps-or-brushes","status":"publish","type":"post","link":"https:\/\/www.katsbits.com\/site\/make-models-from-bsp-maps-or-brushes\/","title":{"rendered":"Making Models From BSP Brushes or Maps #1 &#8211; Export Maps As Models"},"content":{"rendered":"<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_80 counter-hierarchy ez-toc-counter ez-toc-grey ez-toc-container-direction\">\n<div class=\"ez-toc-title-container\">\n<p class=\"ez-toc-title\" style=\"cursor:inherit\">Table of Contents<\/p>\n<span class=\"ez-toc-title-toggle\"><a href=\"#\" class=\"ez-toc-pull-right ez-toc-btn ez-toc-btn-xs ez-toc-btn-default ez-toc-toggle\" aria-label=\"Toggle Table of Content\"><span class=\"ez-toc-js-icon-con\"><span class=\"\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #999;color:#999\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #999;color:#999\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/span><\/a><\/span><\/div>\n<nav><ul class='ez-toc-list ez-toc-list-level-1 ' ><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/www.katsbits.com\/site\/make-models-from-bsp-maps-or-brushes\/#Prepping_Brush_Work\" >Prepping Brush Work<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/www.katsbits.com\/site\/make-models-from-bsp-maps-or-brushes\/#Using_Q3Map2Tools_To_Convert_Maps_to_Models\" >Using Q3Map2Tools To Convert Maps to Models<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/www.katsbits.com\/site\/make-models-from-bsp-maps-or-brushes\/#Quick_Set-Up_Notes\" >Quick Set-Up Notes<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/www.katsbits.com\/site\/make-models-from-bsp-maps-or-brushes\/#Overview_of_Q3map2Tools\" >Overview of Q3map2Tools<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/www.katsbits.com\/site\/make-models-from-bsp-maps-or-brushes\/#Converting_A_map_Into_A_bsp\" >Converting A *.map Into A *.bsp<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/www.katsbits.com\/site\/make-models-from-bsp-maps-or-brushes\/#Converting_A_Map_With_Curves_To_A_bsp\" >Converting A Map With Curves To A *.bsp<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-7\" href=\"https:\/\/www.katsbits.com\/site\/make-models-from-bsp-maps-or-brushes\/#Converting_bsp_Into_An_ase_Model\" >Converting *.bsp Into An *.ase Model<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-8\" href=\"https:\/\/www.katsbits.com\/site\/make-models-from-bsp-maps-or-brushes\/#Importing_ASE_Models_Into_A_3D_Application\" >Importing  ASE Models Into A 3D Application<\/a><ul class='ez-toc-list-level-4' ><li class='ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-9\" href=\"https:\/\/www.katsbits.com\/site\/make-models-from-bsp-maps-or-brushes\/#%E2%80%98Planar_UVW_unwrapped\" >&#8216;Planar&#8217; UVW unwrapped<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-10\" href=\"https:\/\/www.katsbits.com\/site\/make-models-from-bsp-maps-or-brushes\/#Triangulated_mesh\" >Triangulated mesh<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-11\" href=\"https:\/\/www.katsbits.com\/site\/make-models-from-bsp-maps-or-brushes\/#Un-merged_vertex_points\" >Un-merged vertex points<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-12\" href=\"https:\/\/www.katsbits.com\/site\/make-models-from-bsp-maps-or-brushes\/#Missing_textures\" >Missing textures<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-13\" href=\"https:\/\/www.katsbits.com\/site\/make-models-from-bsp-maps-or-brushes\/#Individual_faces\" >Individual faces<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-14\" href=\"https:\/\/www.katsbits.com\/site\/make-models-from-bsp-maps-or-brushes\/#Models_relative_position\" >Models relative position<\/a><\/li><\/ul><\/li><\/ul><\/nav><\/div>\n<p>In the process of making the kind of brush based maps and levels  typical of any game engine that  uses or supports BSP (Binary Space Partitioning) technology, a designer will come across situations where the objects they need to create or use  are too complex to be constructed from brush volumes with their relatively limited capabilities (without spending excessive amounts of time doing so). <\/p>\n<p>When this situation arises it&#8217;s usually more expedient to convert some brushwork into a model for use &#8216;as is&#8217;, or for further work to be done to it in a 3D application.<\/p>\n<p>The following tutorial explains this process of converting brushwork into ASE models. It&#8217;s recommended that you know how to use one or the other form of Radiant used for editing BSP brush volumes as well as be familiar with some form of 3D modelling application.<\/p>\n<blockquote style=\"background-color: #ddecf3; color: #000;\"><p><b>Download<\/b>: useful tools for converting brushes into models;.<br \/>\n  &#8211; <a href=\"https:\/\/www.katsbits.com\/files\/q3map2\/q3map_2.5.16_win32_x86.zip\" title=\"Download Q3Map2 v2.5.16\">Q3Map2 &#8211; 2.5.16<\/a> (local)<br \/>\n  &#8211; <a href=\"https:\/\/www.katsbits.com\/files\/q3map2\/q3map2toolz_setup.exe\" title=\"Download Q3Map2toolz (local hosted)\">Q3map2Toolz<\/a> (local)<\/p><\/blockquote>\n<h3><span class=\"ez-toc-section\" id=\"Prepping_Brush_Work\"><\/span>Prepping Brush Work<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>The basic principle of converting any map, and the raw brushwork it contains, into a model is to compile it in the same way as is done with any other type of map, recompiling the resulting BSP into an appropriate 3D format, *.ASE in this instance.<\/p>\n<p>To do this, select, copied or created the initial brushwork that needs to be converted into a model, <b>surround it<\/b> with a <b>&#8216;<span>caulk hull<\/span>&#8216; box<\/b>, the box should encase the object on all sides and be sealed with no gaps or openings present. Place an <b>info_player_start<\/b> inside the box, it doesn&#8217;t matter where so long as it doesn&#8217;t intersect or get in the way of any brushwork or the caulk hull. Make sure to correctly position the brushwork object relative to the 0,0,0, grid centre point as shown below, remove any game related entities and un-group any brush based entities so they become raw brushes again. Save the file as a *.map.<\/p>\n<ul>\n<li>Centre brushwork appropriate to the intended use of the model<\/li>\n<li>Remove all game related entities except info_player_start<\/li>\n<li>Texture only the faces you want converted<\/li>\n<li>Caulk all unseen and unwanted faces<\/li>\n<li>Use info_player_start entity only, not another player or ai spawn marker<\/li>\n<li>Break brush based entities back into normal brushwork<\/li>\n<li>Place a caulk box around selection<\/li>\n<li>Make sure there are no gaps or leaks<\/li>\n<\/ul>\n<div class=\"content_images\"><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/converting_map_model\/map_top.gif\" target=\"_blank\" rel=\"noopener\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/converting_map_model\/map_top.jpg\" width=\"428\" height=\"429\" border=\"0\" alt=\"Top view of brushwork in a caulk box\" \/><\/a><\/p>\n<p>Top view of brushwork in a caulk box &#8211; Note the relative position of the brushwork in the caulk hull box and how the object is placed over the editors grid centre point.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/converting_map_model\/map_side.gif\" target=\"_blank\" rel=\"noopener\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/converting_map_model\/map_side.jpg\" width=\"428\" height=\"343\" border=\"0\" alt=\"Side view of brushwork in a caulk box\" \/><\/a><\/p>\n<p>Side view of brushwork in a caulk box<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/converting_map_model\/map_front.gif\" target=\"_blank\" rel=\"noopener\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/converting_map_model\/map_front.jpg\" width=\"428\" height=\"343\" border=\"0\" alt=\"Front view of brushwork in a caulk box\" \/><\/a><\/p>\n<p>Front view of brushwork in a caulk box<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/converting_map_model\/map_camera.jpg\" target=\"_blank\" rel=\"noopener\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/converting_map_model\/map_camera_sml.jpg\" width=\"428\" height=\"393\" border=\"0\" alt=\"Editors camera view of brushwork in a caulk box\" \/><\/a><\/p>\n<p>Editors camera view of brushwork in a caulk box<\/p>\n<\/p><\/div>\n<h3><span class=\"ez-toc-section\" id=\"Using_Q3Map2Tools_To_Convert_Maps_to_Models\"><\/span>Using Q3Map2Tools To Convert Maps to Models<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>The following steps can be done using a BAT file, that&#8217;s for hardQore mappers and not covered here. For the rest of us, using some sort of &#8216;front end&#8217; that connects to the various options of Q3Map2 is preferable; in this case that&#8217;s <b>Q3Map2Tools<\/b>.<\/p>\n<blockquote>\n<p><b>Design note :<\/b> Converting map sections to models like this <b>does not work<\/b> with any &#8216;default&#8217; version of <b>Q3map<\/b>; in other words, the versions of the BSP map compiler often included with official editing tools is not capable of doing this type of map to model conversion. For this to work correctly you need to use the much updated and improved<b> Q3map2<\/b>.<\/p>\n<\/blockquote>\n<p>What&#8217;s actually being done in this tutorial is the compiling of a map file into a BSP in a similar way as would be done if it were for <i>any<\/i> Quake 3 powered game which is usually a three part process;<\/p>\n<ul>\n<li>BSP &#8211; the map is &#8216;blocked out&#8217; and broken down into basic divisions.  <\/li>\n<li>VIS &#8211; the Visibility of the map is calculated; what can be seen from where.  <\/li>\n<li>LIGHT &#8211; the lighting of the map is calculated.  <\/li>\n<\/ul>\n<p>However for this <b>map to model conversion<\/b> process <b>only the initial BSP<\/b> stage is required.<\/p>\n<h3><span class=\"ez-toc-section\" id=\"Quick_Set-Up_Notes\"><\/span>Quick Set-Up Notes<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>If this is the first time you&#8217;ve used Q3Map2Tools then when it opens you&#8217;ll be asked to provide some information regarding the whereabouts of the *.map compiler &#8211; Q3map2; simply browse to the location it&#8217;s installed and &#8216;OK&#8217; the information to add it to the list.<\/p>\n<blockquote>\n<p><b>Design note<\/b>:  Q3Map2Tools allows you to use a number of different versions of the compiler so providing you add the location details when asked you shouldn&#8217;t have any problems doing so.<\/p>\n<\/blockquote>\n<h3><span class=\"ez-toc-section\" id=\"Overview_of_Q3map2Tools\"><\/span>Overview of Q3map2Tools<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>When Q3Map2Tools opens it will present you with something similar to the image below. In essence the application is split into two sections; a <b>map list<\/b> section with all the *.map files sitting in your default maps folder listed; only one can be selected at any given time. And a <b>compile options<\/b> section with various options available for compiling and debugging maps. Once a selection is made from the list<sup>[1]<\/sup>, various compile options are set<sup>[2]<\/sup> and the &#8216;<b>Run BSP<\/b>&#8216; button clicked<sup>[3]<\/sup> to output a compiled *.BSP file which can then be run in game.<\/p>\n<div class=\"content_images\"><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/converting_map_model\/q3map2toolz_settings_map.jpg\" target=\"_blank\" rel=\"noopener\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/converting_map_model\/q3map2toolz_settings_map_sml.jpg\" width=\"428\" height=\"410\" border=\"0\" alt=\"Using Q3Map2 Toolz to compile a map file to BSP\" \/><\/a><\/p>\n<p>Using Q3Map2 Toolz to compile a map file to BSP<\/p>\n<\/p><\/div>\n<h3><span class=\"ez-toc-section\" id=\"Converting_A_map_Into_A_bsp\"><\/span>Converting A *.map Into A *.bsp<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>As mentioned in the overview above, before a map can be converted to an ASE model it <b>first has to be compiled to a *.BSP file<\/b>. By default the &#8216;<b>Selected File<\/b>&#8216; panel will show &#8216;<b>MapFiles (*.map)<\/b>&#8216; as shown above, this is a listing of all the valid *.map files the tool finds sitting the default &quot;\/maps\/&quot; folder;<\/p>\n<blockquote>\n<p><b>Design note<\/b>:  You can&#8217;t browse to files so they either need to be in the default maps folder (\/base\/maps\/ in the case of Quake 3) or located in a &#8216;mod&#8217; folder (mymod\/maps\/ in case of a custom modification).<\/p>\n<\/blockquote>\n<ul>\n<li><b>Select the file<\/b> from the list  <\/li>\n<li>Select (click) &#8216;<b>Normal<\/b>&#8216; from the <b>BSP Options<\/b> panel  <\/li>\n<li>Click &#8216;<b>Run BSP<\/b>&#8216;  <\/li>\n<\/ul>\n<p>A BSP file will the be made from the map and saved back into to the same &#8216;map&#8217; folder the file came from. <\/p>\n<blockquote>\n<p><b>Design note<\/b>:  There are a number of options that can be activated for this step of the process (by selecting a &#8216;Custom&#8217; compile<sup>[2]<\/sup>) but they&#8217;re not necessarily required for general map2bsp compiles.<\/p>\n<\/blockquote>\n<h3><span class=\"ez-toc-section\" id=\"Converting_A_Map_With_Curves_To_A_bsp\"><\/span>Converting A Map With Curves To A *.bsp<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>If the brushwork object being compiled has or is composed of patch meshes or curves then a &#8216;<b>Custom<\/b>&#8216; map2bsp compile is required before going on to the next step (this is because meshes tend to be treated slightly differently to brushes because of what they are);<\/p>\n<ul>\n<li>Select the map from the list.  <\/li>\n<li>Select &#8216;<b>Custom<\/b>&#8216; from the <b>BSP Options<\/b> panel (which<br \/>\n  should &#8216;activate&#8217; the options listed below, previously gray out)  <\/li>\n<li>Select <b>-meta<\/b> and <b>-patchmeta<\/b><\/li>\n<li>Press the <b>Run BSP<\/b> button  <\/li>\n<\/ul>\n<p>This will save an &#8216;optimised&#8217; file into the maps folder as above. Once the *.BSP file is created the next step can be started.<\/p>\n<h3><span class=\"ez-toc-section\" id=\"Converting_bsp_Into_An_ase_Model\"><\/span>Converting *.bsp Into An *.ase Model<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>From the drop down at the top of the &#8216;<b>Selected Files<\/b>&#8216; window select the &#8216;<b>BSPFiles (*.bsp)<\/b>&#8216; option. This will show the map just compiled as well as any other previously compiled map files converted to BSP&#8217;s. Do the following;<\/p>\n<ul>\n<li>Select the correct *.BSP file<sup>[1]<\/sup><\/li>\n<li>Move over to the <b>BSP options<\/b> on the right<sup>[2]<\/sup> and from there select the &#8216;<b>Custom<\/b>&#8216;<sup>[2]<\/sup> radio button option (click the mouse in there) &#8211; by default &#8216;none&#8217; is usually active &#8211; doing this will &#8216;activate&#8217; the various compile options below<sup>[3]<\/sup>  <\/li>\n<li>From these options find a parameter marked as &#8216;<b>-convert<\/b>&#8216; and select that<sup>[3]<\/sup>  <\/li>\n<li>Then in the <b>text field to the right<\/b> of that option type &#8216;<b>ase<\/b>&#8216;  <\/li>\n<li>Once that&#8217;s been done click the <b>&#8216;<span>Run BSP<\/span>&#8216; button<\/b><sup>[4]<\/sup> to process the BSP file and convert it into an ASE mesh.  <\/li>\n<\/ul>\n<p>This will then output the converted BSP as an ASE saving it to the &#8216;maps&#8217; folder. Make sure <b>not<\/b> to use the &#8216;<b>Build<\/b>&#8216; button at the bottom of the application as that will try to do a full compile on the BSP and possibly error out.<\/p>\n<p>What should happen at the end of this is the production of an ASE mesh that&#8217;s composed of the brush faces that <b>were actually textured<\/b>; anything covered in <b>caulk<\/b> is ignored by the process, including the caulk hull box which encased the brushwork (as well as the player_start entity). This means the end result is much &#8216;cleaner&#8217; object for editing in a 3D application.<\/p>\n<div class=\"content_images\"><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/converting_map_model\/q3map2toolz_settings_bsp.jpg\" target=\"_blank\" rel=\"noopener\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/converting_map_model\/q3map2toolz_settings_bsp_sml.jpg\" width=\"428\" height=\"487\" border=\"0\" alt=\"Using Q3Map2 Toolz to convert the BSP to an ASE model\" \/><\/a><\/p>\n<p>Using Q3Map2 Tools to convert the BSP to an ASE model<\/p>\n<\/p><\/div>\n<h3><span class=\"ez-toc-section\" id=\"Importing_ASE_Models_Into_A_3D_Application\"><\/span>Importing  ASE Models Into A 3D Application<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>So long as your 3D modeller of choice can import ASE models directly (native support or by third party scripts or tools) there shouldn&#8217;t be any problems bringing the mesh in &#8216;as is&#8217;. If not, an extra step will be needed requiring the object to be converted again into a format that can be used; Q3map2 only converts brushwork to ASE models.<\/p>\n<p>There are a couple of points that need to be kept in mind when bringing in converted models of this nature &#8211; in essence the <b>only useful data<\/b> that&#8217;s brought in like this is the <b>vertex<\/b> and <b>polygon face<\/b> information, <b>UVW&#8217;s<\/b> <i>are<\/i> kept but they&#8217;re not really useful from the point of a model;<\/p>\n<ul>\n<li>\n<h4><span class=\"ez-toc-section\" id=\"%E2%80%98Planar_UVW_unwrapped\"><\/span>&#8216;Planar&#8217; UVW unwrapped<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>The UVW mapping applied to the faces of what were brushes is optimised for <b>brush objects<\/b> and <b>not models<\/b>; essentially a &#8216;flat&#8217;, &#8216;face on&#8217; projection is used &#8211; brushes are UVW mapped as individual units and as such it&#8217;s often the case that although a texture may visually tile correctly over a group of faces it&#8217;s not necessarily the case that the actual mapped UVW&#8217;s will be doing the same thing and form a contiguous selection of UVW&#8217;d polygons.<\/p>\n<\/li>\n<li>\n<h4><span class=\"ez-toc-section\" id=\"Triangulated_mesh\"><\/span>Triangulated mesh<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>Because the compile process by default breaks brush data down into triangular polygons it means that converted models produced via this method are imported in the same state; they are composed of triangles rather than quadrangles (which is preferable for modeling).<\/p>\n<\/li>\n<li>\n<h4><span class=\"ez-toc-section\" id=\"Un-merged_vertex_points\"><\/span>Un-merged vertex points<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>Brush faces by default aren&#8217;t merged together to form a contiguous mesh, this means that each triangular polygon and it&#8217;s three corner vertices are separate objects from their immediate neighbours.<\/p>\n<\/li>\n<li>\n<h4><span class=\"ez-toc-section\" id=\"Missing_textures\"><\/span>Missing textures<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>More often than not a mesh, although UVW mapped, will import into a 3D program without textures because of the way texture and shader paths are written to the ase file.<\/p>\n<\/li>\n<li>\n<h4><span class=\"ez-toc-section\" id=\"Individual_faces\"><\/span>Individual faces<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>As with un-merged vertices above, by default triangular polygon faces are not connected together, instead they are individual objects and need reconnecting in your 3D application.<\/p>\n<\/li>\n<li>\n<h4><span class=\"ez-toc-section\" id=\"Models_relative_position\"><\/span>Models relative position<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p>As mentioned above, a models position in a 3D application&#8217;s viewport is relative to where it&#8217;s placed in Radiant before exporting, maps sections can be built and exported in situ where required and re-centred in the 3D app before re-export back out to ASE.<\/p>\n<\/li>\n<\/ul>\n<p>Most 3D applications will have some method of merging vertices together and converting triangular faces into quadratic polygons, it&#8217;s a good idea to do this where available to ease the modelling process. Once this has been done the mesh can be edited and then <a href=\"https:\/\/www.katsbits.com\/site\/export-ase-models\/\" title=\"Prepping and exporting ASE models\" target=\"_self\" rel=\"noopener\">re-exported to ase<\/a> once work has finished.<\/p>\n<div class=\"content_images\"><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/converting_map_model\/map_ase_blender.jpg\" target=\"_blank\" rel=\"noopener\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/converting_map_model\/map_ase_blender_sml.jpg\" width=\"428\" height=\"340\" border=\"0\" alt=\"Front view of brushwork in a caulk box\" \/><\/a><\/p>\n<p>Front view of brushwork in a caulk box<\/p>\n<\/p><\/div>\n<div class=\"subNav\">\n<p>[1: <a href=\"https:\/\/www.katsbits.com\/site\/make-models-from-bsp-maps-or-brushes\/\" title=\"Converting brushwork to ASE models\" target=\"_self\" rel=\"noopener\">Converting Brushwork<\/a> | 2: <a href=\"https:\/\/www.katsbits.com\/site\/make-models-from-bsp-maps-or-brushes-advanced\/\" title=\"Additional advanced information on converting brushes into models\" target=\"_self\" rel=\"noopener\">Additional Options<\/a>]<\/p>\n<\/div>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":2237,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[14],"tags":[327,197,230,488,331,106,17,109,108,548,31,269,107],"class_list":["post-2236","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-tutorials","tag-map","tag-ase","tag-blender-2-4x","tag-brush-volumes","tag-bsp","tag-gtkradiant","tag-idtech","tag-level-design","tag-level-editing","tag-lwo","tag-models","tag-obj","tag-radiant"],"post_mailing_queue_ids":[],"_links":{"self":[{"href":"https:\/\/www.katsbits.com\/site\/wp-json\/wp\/v2\/posts\/2236","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.katsbits.com\/site\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.katsbits.com\/site\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/site\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/site\/wp-json\/wp\/v2\/comments?post=2236"}],"version-history":[{"count":1,"href":"https:\/\/www.katsbits.com\/site\/wp-json\/wp\/v2\/posts\/2236\/revisions"}],"predecessor-version":[{"id":2238,"href":"https:\/\/www.katsbits.com\/site\/wp-json\/wp\/v2\/posts\/2236\/revisions\/2238"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/site\/wp-json\/wp\/v2\/media\/2237"}],"wp:attachment":[{"href":"https:\/\/www.katsbits.com\/site\/wp-json\/wp\/v2\/media?parent=2236"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.katsbits.com\/site\/wp-json\/wp\/v2\/categories?post=2236"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.katsbits.com\/site\/wp-json\/wp\/v2\/tags?post=2236"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}