Guys i exported a model in .ase format from 3dsmax and i have everything working in the editor. i can see my textures and everything. The thing is that my model consists of two textures. The one is a simple diffuse and the other is a clip texture for custom collision. Now when i load it on gtk radiant 1.6 everything is working but my clip texture which i gave it the qer_trans 0.2 parameter is not working. I can see it in full opacity. Then i load it on gtk radiant 1.5 and 1.4 and i can see it with the 0.2 opacity. It works on 1.4 and 1.5 but not on 1.6. Does anyone else have this problem?
P.s : Sorry for my english and grammar, it's not my native language
1.6 is still relatively new ....I think......are you having problems with just your qer_trans, or are ALL qer_trans surfaces not working correctly? It could just be a bug in the editor.
I think its a bug from the editor. I mean inside the editor if i draw a brush and put the clip texture on it it shows transparent but if i use it on my .ase model it just don't work. If i compile everything is ok in game though. And the the previous versions all is working correctly including my own qer_trans parameter. Only on gtk radiant 1.6 inside the render window doesn't work.
If I've understood what you're doing here that won't work because you're trying to use more than one material on an ASE, they don't like multimaterials or multiple materials so you'll need to separate the meshes out per material and put them back together in the editor - two model objects "mesh" and "collision hull" or make sure they're exported as sub-objects (two objects exported at the same time in the same file).
[EDIT]someone check if that's correct.. my brain just went blank
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
Guys thanks a lot for your valuable info. I did not manage to get the trans thingie on the gtk radiant 1.6 to work but that is ok. I can always work back and fourth on the versions. I think 1.5 is much better for handling models and stuff. Through some tests i found that when exporting an .ase model the engine only searches the material name on the .ase file and not the bitmap or map name. It only works with the material name. As for the suggestion that kat made, i did some tests with a multi sub objet .ase model with three textures on it and one on them was myclip texture which was applied on a duplicate of my original model as an element object (3ds max user here). It worked quite well both in game and editor on all versions expect again on the 1.6 which the only problem was in the editor with the trans parameter.
Here is a part of my multi sub object .ase file for anyone who is interested to see.
obsidian wrote:Try it my way. MATERIAL_NAME, MAP_NAME and BITMAP all pointing to your shader.
I'm suggesting this because different versions of the editor and Q3Map2 read different entries to find your shader. Setting all 3 to the same prevents any possible inconsistencies when the editor/compiler is trying to find your shader. I'm not entirely sure if this is the reason for your problem or if it is indeed a bug, but without testing this, it remains a possible factor.
Obsidian, i did test it and from that i found that my setup in quake engine is that it reads my shaders from the material name only. Again thanks a lot, all of you for taking the time to solve my problem. Quake 3 World Rocks ! ! !