In this tutorial I will explain how to convert brushwork made in gtkRadiant into an ASE model and also create the clipmodel for the model.

The benefit of using an Ase model vs brushwork is that you can import the Ase model into your map and rotate it to any desired angle.

However keep in mind that Ase models are static by default, So they cannot be used for movable vehicles or as misc_gamemodels!

Let's start:

First of all you will need the latest q3map2 version, which is q3map 2.5.16 you can get it right here.

Reason is that older versions of q3map2 contain a bug where ASE models without submodels/submaterials will not load properly.

After downloading the q3map2.5.16 zip file create a new map anywere on your harddisk and extract the zipfile to that map, I have mine extracted into C:/q3map2/

For this example I've created a Wire Pole in gtk radiant. The model is made out of brushes, but your model could also contain patches or even other misc_model entities.

 

 

As you can see in the Left image I've created the pillar at the 0,0 coordinates. It is very important to create your brushwork/patches at these coordinates as this is going to be the origin point for the model. Because your final Ase model will be rotating around the origin point in the x,y,z-axis, It's best you keep the origin point at the middle and at the bottom of your model...

 

Now we need to put a hollow box around the pillar and assign the common/caulk shader to this hallow box....Also know as a caulkhull.  

 

Make sure that the caulkhull does not touch or overlap your model.Leave some space between them in all directions.

Save this map - in my case I saved it as "wirepole.map"- and within gtkradiant do a "(single) BSP -meta" compile. While compiling it will most likely give you a "map leaked"warning: You can ignore this warning...

In your etmain/maps Directory the compiler should have created a bsp file of your map: In my case it's "wirepole.bsp"

 

Now it's time to create a Batch File...

Don't worry, Batch files are nothing more than ordinary text files that tells the compiler ( q3map2.exe file) what it needs to do. In our case we're going to tell the compiler to convert our bsp file into an Ase file.

Open up notepad and copy & paste the lines below:

@set Q3MAP_PATH="C:\q3map2\q3map2.exe"
@set ET_PATH="C:\Program Files\Wolfenstein - Enemy Territory"
@set MAP_PATH="C:/Program Files/Wolfenstein - Enemy Territory/etmain/maps/wirepole.bsp"
@set GEN_OPTIONS=-fs_basepath "C:/Program Files/Wolfenstein - Enemy Territory" -game et

@rem
%Q3MAP_PATH% -convert %GEN_OPTIONS% -v %MAP_PATH%

Before you can save this file, you need to make some adjustments to it: Let's have a look at it line by line;

Line 1: This is the path where you have your q3map2.exe file.

Line 2: This is the path to where you installed w:et

line 3: This is the path of the bsp file we just compiled.

line 4: again, like line 2 : This is the path to where you installed w:et

line 7: This line should NOT be changed as it tells the compiler to convert the bsp file into an Ase model.

 

Important! The first 2 lines have a "\" while the other lines have a "/" instead.

I saved this to my Desktop as an "bsp2ase.bat"" file, but you can save it anywhere and name it anything as long as you give it the "bat" extention.

 

  Double click your - just created- batch file:It will now convert the bsp file into an Ase file...In your etmain/maps Directory there should now be an Ase file. Becasue this Ase file is a model we need to move it from the etmain/maps directory to the models directory:It's wise to create a new map in your etmain/models directory to keep all models for your map in one place...In my case I moved my "wirepole.ase" file to etmain/models/mymodels.

 

Open up gtkradiant and import the model as a misc_model. If everything went well, You've now have a model that you can rotate in the xyz axis. Final note; When rotating your Ase model do NOT use angle, but use angles instead.

 

 

In part 2 of this tutorial I will explain how to create a clipmodel.