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Write a Material file and change edit any texture references in the ASE *BITMAP line.If you did any extra work make sure the model is converted to triangular polygons (the mesh shouldn't have any 'quads' present').UVWmap the model (or vice versa, UVW then add the material).Once clean, add a material and texture.'Clean' the waste from the model - every face of the brushwork object will have been exported so you need to delete the unwanted faces.Open or import the OBJ model into a 3D app and get ready for a few steps to make a usable model.Once done, export the brushwork from the Doom 3 or Quake 4 editor to the OBJ model format using 'menu : Selection>export>export to.'.Once loaded it'll most likely be 'black', it'll be untextured ('black' in the same as the black/blue 'notexture' editor texture GTKRadiant uses) so you need to cover everything in caulk again.The console will 'parse' the brushwork and convert it as it loads.Open the Doom 3 or Quake 4 editor and 'open' or 'load' the map.Select the object, right click select 'ungroup entity'. If you used the inbuilt or an external app to create the actual mesh you need to make sure the brushwork is 'ungrouped' each brush of the tri-souped mesh has to be an individual object.Texture the whole thing in common/caulk (caulk).Using any of the previous editors, GTKRadiant 1.4 for example, build yourself a tri-souped terrain mesh in the same way you would do normally for any Quake 3 powered game.The following assumes you want to create a mesh for editing rather than just convert some brushwork to a model for use 'as is'. If you 're not confident about doing this then here's a 'quick' way to create a reasonably good terrain from brushwork converted to an editable model object. Because the QeRadiant editor for Doom 3 and Quake 4 is no good for creating terrain meshes similar to what can be done with Quake 3's GTKRadiant it means using a 3D app to model the terrain.