Jump to content
The Dark Mod Forums

Problem with .ASE model


ascottk

Recommended Posts

You don't need any of the purgatory stuff - just //base/textures/common/nodraw should do it. Everything before "/base" and after "." will be stripped out by the loader.

 

Hehe. We've had that discussion before on the Doom3World.org forums, I think. :D

 

I honestly don't know why it would or wouldn't make a difference, I am under the impression however that people not using "//Purgatory/Purgatory/..." run into problems far more often.

 

I have always used it and have never encountered any problems. And as its a cut and paste job anyway - why not use it just to be on the safe side?

 

Anyways, here's an example line from a model of mine:

*BITMAP "//Purgatory/Purgatory/Doom3/darkmod/textures/darkmod/gleeful/black"

 

The shader being:

 

textures/darkmod/gleeful/black

{

qer_editorimage textures/darkmod/gleeful/black_d.tga

 

diffusemap textures/darkmod/gleeful/black_d.tga

 

 

}

Link to comment
Share on other sites

Hehe. We've had that discussion before on the Doom3World.org forums, I think. :D

 

I honestly don't know why it would or wouldn't make a difference, I am under the impression however that people not using "//Purgatory/Purgatory/..." run into problems far more often.

 

I never used that purgatory bit and never had any problems either. :)

 

//base/path/material ... is sufficient.

Gerhard

Link to comment
Share on other sites

I honestly don't know why it would or wouldn't make a difference, I am under the impression however that people not using "//Purgatory/Purgatory/..." run into problems far more often.

 

I guess your experience of non-purgatory textures not working must be correlated with some other problem in some way, perhaps the required part of the path was being written incorrectly and adding the purgatory line caused it to get fixed at the same time.

 

I have always used it and have never encountered any problems. And as its a cut and paste job anyway - why not use it just to be on the safe side?

 

Sure you can add it if you want, hell you can use "//our/father/who/art/in/heaven/please/make/this/texture/work/base" if you want to. Since Doom 3 will strip off anything prior to "/base", it doesn't matter as long as the "/base" is in there as well. This was confirmed to me recently when SPoG, the maintainer of GtkRadiant, was trying different things to see what Doom 3 accepted so that GtkRadiant could be made to do the same.

Link to comment
Share on other sites

I guess your experience of non-purgatory textures not working must be correlated with some other problem in some way, perhaps the required part of the path was being written incorrectly and adding the purgatory line caused it to get fixed at the same time.

Sure you can add it if you want, hell you can use "//our/father/who/art/in/heaven/please/make/this/texture/work/base" if you want to. Since Doom 3 will strip off anything prior to "/base", it doesn't matter as long as the "/base" is in there as well. This was confirmed to me recently when SPoG, the maintainer of GtkRadiant, was trying different things to see what Doom 3 accepted so that GtkRadiant could be made to do the same.

 

As I have said I wouldn't know either way - its just the way I learned it in the tutorials at d3w.

 

Where did it come from anyway if its completely obsolete?

Link to comment
Share on other sites

As I have said I wouldn't know either way - its just the way I learned it in the tutorials at d3w.

 

Yes I remember that tutorial actually. Really it should be updated based on more recent knowledge.

 

Where did it come from anyway if its completely obsolete?

 

It is used in the original Doom 3 models. This is presumably because the artists edited content in a certain location, probably a Windows server called "Purgatory" with a share of the same name (hence \\purgatory\purgatory), when developing the original game. The whole ASE naming thing is designed to allow modellers to edit their skins in the actual Doom 3 directory, then export to ASE and automatically get the material of the same name.

Link to comment
Share on other sites

It is used in the original Doom 3 models. This is presumably because the artists edited content in a certain location, probably a Windows server called "Purgatory" with a share of the same name (hence \\purgatory\purgatory), when developing the original game. The whole ASE naming thing is designed to allow modellers to edit their skins in the actual Doom 3 directory, then export to ASE and automatically get the material of the same name.

 

I see. Interesting. :)

 

 

Okay,

CODE

*MAP_NAME "//base/textures/common/nodraw"

works.

 

Glad to hear it!

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • nbohr1more

      The Lieutenant 3 is out! Congrats Frost_Salamander! ( raising awareness )
      · 0 replies
    • OrbWeaver

      Has anyone had any luck with textures from Polyhaven? Their OpenEXR normal maps seem too washed out and give incorrect shading in the engine.
      · 5 replies
    • datiswous

      I tried to upscale the TDM logo video. First try:

      briefing_video.mp4 You can test it ingame by making a copy of the core tdm_gui.mtr and place it in your-tdm-root/materials/ , then edit line 249 of that file into the location where you placed the new briefing.mp4 file.
      What I did was I extracted all the image files, then used Upscayl to upscale the images using General photo (Real-Esrgan) upscale setting and then turn it back into a video.
      I might have to crop it a bit, the logo looks smaller on screen (or maybe it's actually better this way?). My video editor turned it into a 16:9 video, which I think overal looks better than 1:1 video of original.
      · 1 reply
    • nbohr1more

      Trying to be productive on my down-time before Capcom releases Akuma and my son is constantly on my PC playing Street Fighter...
      · 1 reply
    • OrbWeaver

      Finally got round to publishing a tutorial on baking normal maps in Blender, since most of the ones we have are inaccessible or years out of date.
      · 4 replies
×
×
  • Create New...