Author Topic: making models in blendder for radiant use  (Read 6729 times)

remco138

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making models in blendder for radiant use
« on: May 02, 2007, 10:44:00 am »
Hello, im good with blender3d and i want to make models for my map,
when i export it to .ase (or 3ds) and do at gtradiant
misc-->misc_model then open the .ase file but it opens the model perfect, but the problem is, it gives an error at console and it haves the bleu-is
texture.

i allready textured it in blender, using the UV ting

i use GTKradiant 1.5 but it gives the same error at 1.2

how can i get it textured?

(sorry for the bad english, im not that good writer)

f0rqu3

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making models in blendder for radiant use
« Reply #1 on: May 02, 2007, 10:55:28 am »
what is the path for the model texture?

remco138

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making models in blendder for radiant use
« Reply #2 on: May 02, 2007, 11:03:35 am »
C:\Program Files\Tremulous\base\textures\test\a.jpg

f0rqu3

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making models in blendder for radiant use
« Reply #3 on: May 02, 2007, 02:49:05 pm »
see? you need
textures/test/a.jpg
( you can use textures\test\a.jpg but it may not work then textures\\test\\a.jpg this may work so try to use "/" )

point is path must be relative to base directory

remco138

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making models in blendder for radiant use
« Reply #4 on: May 02, 2007, 06:36:23 pm »
where do i change that? in the .ase file itself or in radiant?

i found someting when you select it and press S there is an textbox where you can place texture, but that isnt good probally...


i edited the .ase file but when i open now it says:
Texture load failed: "C:/Program Files/Tremulous/base/textures/a.jpg"

where do i change it!?

f0rqu3

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making models in blendder for radiant use
« Reply #5 on: May 02, 2007, 06:38:26 pm »
ase file

remco138

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making models in blendder for radiant use
« Reply #6 on: May 02, 2007, 06:50:47 pm »
i edited the .ase file but when i open now it says:
Texture load failed: "C:/Program Files/Tremulous/base/textures/a.jpg

where do i need to edit it? at the *MATERIAL_NAME??

i have at material name now:
C:/Program Files/Tremulous/base/textures/a.jpg
first it was just MATERIAL i changed it to the path.

(i tried every path that maybe could work like: \textures\a.jpg and textures\a.jpg whitout the backslash)

f0rqu3

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making models in blendder for radiant use
« Reply #7 on: May 02, 2007, 06:52:34 pm »
Quote from: "remco138"
i edited the .ase file but when i open now it says:
Texture load failed: "C:/Program Files/Tremulous/base/textures/a.jpg

where do i need to edit it? at the *MATERIAL_NAME??

i have at material name now:
C:/Program Files/Tremulous/base/textures/a.jpg
first it was just MATERIAL i changed it to the path.


yes you shouldnt have links like
C:/Program Files/Tremulous/base/textures/a.jpg
make them all relative.
textures/a.jpg

remco138

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making models in blendder for radiant use
« Reply #8 on: May 02, 2007, 06:55:52 pm »
i did ill try again but... ye

same error, but then with the path you requested:

Texture load failed: "textures/a.jpg"

f0rqu3

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making models in blendder for radiant use
« Reply #9 on: May 02, 2007, 07:05:28 pm »
Quote from: "remco138"
i did ill try again but... ye

same error, but then with the path you requested:

Texture load failed: "textures/a.jpg"


example ase file for you to figure out
Code: [Select]
*3DSMAX_ASCIIEXPORT 200
*COMMENT "Generated by Q3Map2 (ydnar) -convert -format ase"
*SCENE {
*SCENE_FILENAME "leaf4.bsp"
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 100
*SCENE_FRAMESPEED 30
*SCENE_TICKSPERFRAME 160
*SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000
*SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000
}
*MATERIAL_LIST {
*MATERIAL_COUNT 2
*MATERIAL 0 {
*MATERIAL_NAME "textures/common/caulk"
*MATERIAL_CLASS "Standard"
*MATERIAL_DIFFUSE 1.000000 1.000000 1.000000
*MATERIAL_SHADING Phong
*MAP_DIFFUSE {
*MAP_NAME "textures/common/caulk"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0
*MAP_TYPE Screen
*BITMAP "..\textures\common\caulk.tga"
*BITMAP_FILTER Pyramidal
}
}
*MATERIAL 1 {
*MATERIAL_NAME "textures/ancient_remains/aseleaf"
*MATERIAL_CLASS "Standard"
*MATERIAL_DIFFUSE 0.669718 1.000000 0.457414
*MATERIAL_SHADING Phong
*MAP_DIFFUSE {
*MAP_NAME "textures/ancient_remains/aseleaf"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0
*MAP_TYPE Screen
*BITMAP "..\textures\ancient_remains\leave02d.tga"
*BITMAP_FILTER Pyramidal
}
}
}
*GEOMOBJECT { ... }
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 1
}

remco138

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making models in blendder for radiant use
« Reply #10 on: May 02, 2007, 07:07:43 pm »
WTF?@!#$!@#54 it worked just one damn simple ting... radiant cant ..bad english..  uhm i needed to do textures/test/a instead of/textures/test/a.jpg

just the damn .jpg

and i want to thanks endtheunion for giving me the idea (and his posts on other topics mwhaha)

thank you, i laoded it good now

remco138

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making models in blendder for radiant use
« Reply #11 on: May 02, 2007, 07:08:43 pm »
sorry for double post, can i make a whole map in blender? and import it as model? (so the map is just 1 model)

f0rqu3

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making models in blendder for radiant use
« Reply #12 on: May 02, 2007, 07:15:19 pm »
Quote from: "remco138"
sorry for double post, can i make a whole map in blender? and import it as model? (so the map is just 1 model)

heh dunno but you can do the detail brushes
as far as I know there is a map export plugin for blender

remco138

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making models in blendder for radiant use
« Reply #13 on: May 02, 2007, 07:52:00 pm »
thanks again, i need to take the shower now xD

ill see tomorrow for it, really thanks man.

Hydra

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making models in blendder for radiant use
« Reply #14 on: May 02, 2007, 09:47:39 pm »
-when im trying to put models into a map, i use this path -

C:\Program Files\Tremulous\base\models\mapobjects\ _Map Name_

-then i put all the textures and skins into that folder.

-then i .pk3 it, put it in /base and it always works.




easy .pk3'ing

-copy atcs.pk3
-open with winrar
-delete all folders inside
-and the models folder (mapobjects\ _Map Name_\models, with in it)
 and all other folders needed, scripts, textures, map, etc etc

all done.


this is just my method that i use, works for me lolz

dunno why u need a script
img]http://img386.imageshack.us/img386/735/mdcuserbartemplatecylh3.jpg[/img]

doomagent13

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making models in blendder for radiant use
« Reply #15 on: May 04, 2007, 02:23:43 am »
Just so you know, in case you didnt, the trem executable only takes .md3, .md4, and .mdr formats of models.  I dont know what gtkradiant does with models, so it might still work.

Thorn

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making models in blendder for radiant use
« Reply #16 on: May 04, 2007, 04:37:46 pm »
Huh? I was pretty sure i got it working with taking lwo's too. Infact, in the list there is

-md3
-ase
-lwo
-obj
-3ds
-pico