ASE to TDM

From The DarkMod Wiki
Revision as of 03:01, 16 October 2008 by Domarius (talk | contribs) (New page: Someone who knows about the subject should actually make a proper tutorial out of this :) http://modetwo.net/darkmod/index.php?showtopic=8317&st=0&#entry164626 '''Constantine''' Some tim...)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

Someone who knows about the subject should actually make a proper tutorial out of this :) http://modetwo.net/darkmod/index.php?showtopic=8317&st=0&#entry164626

Constantine

Some time ago I wrote a small program to process ASE files. It automalically corrects strings after the BITMAP keyword, for example:

  • BITMAP "D:\Games\doom3\darkmod\textures\darkmod\some_folder\some_texture.tga"

is replaced by

  • BITMAP "\\base\textures\darkmod\some_folder\some_texture"

DDS paths are also processed correctly. See Problematic_Paths_in_Models for details.

You can download the program here: http://hedonism.nm.ru/programs/ase_processing/ASE2DarkRadiant.zip

Usage: type ASE2DarkRadiant <modelname> in the command line.

For the convenience, I added this command to the context menu for ASE files. [Image:ase_export3.png]

And now, when I need to export a model, I first, hm, export it: [Image:ase_export1.png]

And then I choose Export command again and do so: [Image:ase_export2.png] ... and then click Cancel.