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Problem with .ASE model


ascottk

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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

 

 

}

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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

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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.

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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?

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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.

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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!

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