As to .ASE creation, directory tree placement, import and export, etc. I was looking for this information in a wiki or something but can't locate it so I'm guessing it has to be gleaned from experimentation?
Is there a link somewhere that has this information?
I've found this and this, though there aren't really any specifics as to .ASE import/export process other than very general information.
I have some questions on this process:
1) Do you have to select the geometry and then "Scripts > Convert to ASE" prior to "Scripts > Export ASE"? If not, what is "Convert to ASE" because at least in the editor it doesn't seem to change the model or do anything though I'm sure it does which is why I'm asking.
2) Can the geometry selected for ASE export be anywhere on your current map or does it need translated to the origin (corner bottom, center, etc) prior to export?
Reason I ask this is because it was mentioned that you should create a map or a series of maps that contain different types of architecture. Do you need to keep the Origin area clear for "new module" creation
and then after the model is exported, translate the particular model away from the origin OR does the option under "Scripts > Export ASE > just check the box for "center objects at 0,0,0 origin" take care of that so
the model can be anywhere on your map and that will give it a center origin on export? (I realize this should not be done for models that rotate or have a rotational point/axis)
3) How do you "Import ASE"? There is no option in any of the menus for this so I'm guessing this is done through the normal "right-click > create model" process? If this is the case then when we export ASE models and it asks the directory path where we want to export it, we have to pick one of the .pk4s like "tdm_models01.pk4 > models > darkmod > <yourfoldernameforyourASEstuff>"? I don't see any way to point the model viewer at other relevant directories so the ASE have to be in this .pk4?
4) How do we export ASE models to a directory that is in .pk4 compressed archive? Are all of the .pk4s in our Doom3/darkmod directory supposed to be unpacked in to their directory structure? Will the model viewer know where to find stuff then or are we just suppose to create the directory outside of the .pk4 in the darkmod directory?
5) Is there a way to do this WITH lighting or entities in place in the module? I realize the light vertex may have to be moved to correct rotational errors but can this be done? Will prefab work for this if not ASE? (I realize you don't want the same rooms with the same entities all over the place in your level however if the objects can all be placed at once, some deleted, rotated, translated, etc, some added in after import, this can still save large chunks of time)
Kinda thinking along the lines of "kitchen_ensemble" or "bedroom_ensemble" SETS of entities/models where you have typical bedroom stuff, 1 or 2 beds, nightstand, desk, rug, candles, speakers, lights, etc. and they're in a packed group, maybe a single 8grid row/column apart, all at origin 0 for the floor of the room -- and you can just import the SET and then move/rotate/delete or add other pieces to add uniqueness. Like doing a group import of a kitchen package one time and then situating stuff where you want it and then adding in some individual flavor. Is this possible?
EDIT: I answered #3 & #4, I created a directory "Doom3 > darkmod > models > darkmod > <yourmodelfoldername>" BUT I had to restart DarkRadiant before the directory would show up in the model editor. After restart my directory structure now appears in DR and I can export to and import from that folder so I've answered the fourth question there.
Edited by Lux, 25 May 2013 - 04:18 PM.