Tremulous Forum
Media => Mapping Center => Topic started by: Stannum on March 07, 2008, 10:21:33 pm
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I usually convert the bsps into .ase files so I can make special details in 3dsmax (special terrain, organic objects) but I always have problems with finding an ase importer for my current 3dsmax version. 3dsmax comes standard with an exporter but no importer t(-_-t). On top of that the q3map2 -convert ase option chops the map into really small objects and max can't deal with a lot of objects well.
Thats why I made my own maxscript tool which should work for most 3dsmax versions.
The tool:
http://janvanderweg.com/pics/tremulous/aseimport.zip (http://janvanderweg.com/pics/tremulous/aseimport.zip)
extract contents into your 3dsmax/scripts directory. Run by going to the utilities tab in the top left (looks like a hammer) click on the maxscript button, scroll down and select the aseimport script in the drop down box. This should make the ui rollout popup, then click on import.
A pic:
(http://janvanderweg.com/pics/tremulous/aseimport.jpg)
This is what I got when I imported my greenhouse map. With the geometery imported into max I can finally start making complex(er) foliage all over the map. All I have to do is export the custom details to ase and import them in gtk. \o/
Since you only need geometery information for this it only imports the *MESH sections of all the *GEOMOBJECTS. Internally it does import some other stuff and it's possible to turn this into a full .ase importer but you know... :effort:
Importing might take a while since the ase files q3map2 creates are quite big! It shows a progress bar while importing. Don't be alarmed if its importing thousands of objects. The greenhouse map is 3183 objects so far so imagine how much a bigger, finished map has!