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Game Editing => General Content Creation => Topic started by: yeedoo on November 06, 2010, 06:10:50 AM

Title: [Q3] problem exporting .ase model as a brush model
Post by: yeedoo on November 06, 2010, 06:10:50 AM
after reading the topic ASE export tutorial. i tried to export .ase model ,and load it using func_static

[blender]EXPORT ASE (http://www.screencast.com/t/d2J8JW3N) - [Q3]Q3 screenshot (http://www.screencast.com/t/wVY0hzo163)

here the questions are:  
1. Does it work in Q3 (GTKradiant 1.5)?
2. if the model is very simply , for instance, i just export a wall model as .ase , i still should split the mesh?

by the way , what the details about making brushwork in blender?
Quote
Design note : don't forget that to create a 'region' you need to select polygons up to the point at which you want a border to be created because you're separating mesh sections from each other and not vertex rows.
how to create a region?
Title: Re: [Q3]problem exporting .ase model as a brush model
Post by: kat on November 06, 2010, 05:49:00 PM
Hmm.. first, don't use that USM script, it's outdated and quite limited relative to what you need - I linked to that tutorial in the other topic so you could read up on the general process on what you need to do when exporting. Just download the latest ASE export script from the tools page (http://www.katsbits.com/tools/#ase) for your version of Blender (I suggest the UT one at the top of the list for 2.49 as that exports correct smoothing).

Second. You won't be able to export that particular type of object as a brush because it's shape is far to complex... remember as is mentioned in the model2brush tutorial (http://www.katsbits.com/tutorials/idtech/exporting-models-as-bsp-maps.php) that your meshes need to be simple shapes because brushed are *volumes* (solid blocks) and not hollow shells (like the default cube in Blender).

Thirdly, what you should be doing is here is loading the model into Radiant as a misc_model (RMB > misc > misc_model); using a func_static means placing a brush primitive in the editor (textured in trigger_) and using the correct key/value pairing in the Entities inspector.

You really should read the exporting a model as a map tutorial (http://www.katsbits.com/tutorials/idtech/exporting-models-as-bsp-maps.php) as that explains what you need to do and how you should be thinking when modelling a level that you want to export out as a *.map file.