Axis command post


(Catscratch) #1

I decided to replace the default Wolfenstein flag with a swastika on the Axis command post and discovered something: When the Axis command post is constructed, the flag on the left side is not facing the same direction as the flag on the right side. The Allied command post when constructed doesn’t do this however. So trying to be a cool guy I installed gmax to see if I could fix it. I finally figured out how to import the MD3 file (compostaxisopened.md3), but now I’m totally lost. Could someone point me in the right direction and tell me what I should be looking for?

This is what I get for being picky I guess.


(Catscratch) #2

Yikes, tough crowd…


(TWIXMIX) #3

I really have no clue.
IS there a differnet skin it uses while building?
If so I’d look there.


(Catscratch) #4

Let me try it with pictures. Here’s four screenshots from my flag “mod”:

Allied CP, left side
Allied CP, right side

Axis CP, left side
Axis CP, right side

Notice that the US flag is displayed correctly. The Axis flag isn’t… the right side looks like a mirror of the left.

I have compostaxisopened.md3 opened in gmax, but I have no clue what I should be looking for. I’m totally lost. :???:


(Lanz) #5

The uvw map is mapped reverse on the right side on the axis command post. What I think you can do is import compostalliedopened.md3, select the grouped object that makes up the signs on the doors, when selected go to the modify tab on the right. Change the name of the object from allied_sign to axis_sign. Export the command post as compostaxisopened.md3. That should work but I haven’t tried it. Btw, I’m using 3dsmax so it should be the same in gmax.


(Lanz) #6

Err, that was not a good idea. Was easier to just flip the uvw map, and since I’ve allready done it, here it is: www.rtcw-tf.co.uk/powerball/crap/zzz.pk3

I recommend you change the name of it though, so it doesn’t override the one supplied with the game.


(nUllSkillZ) #7

Just an idea.
As the allied compost works as expected:

  • [li]make safety copies of the “compostaxisopened.skin”- and the “compostaxisopened.md3”-files
    [/li][li]copy/save “compostalliedopened.md3” to/as “compostaxisopened.md3”
    [/li][li]copy/save “compostalliedopened.skin” to/as “compostaxisopened.skin”
    [/li][li]change the new “compostaxisopened.skin” according to the old “compostaxisopened.skin”
    [/li]for example the firstline then should be:

    allied_sign,models/mapobjects/radios_sd/axis_sign

Not sure if this will work.
Or if this will mess up allied and axis command posts.
But I think you should give it a try.


(Lanz) #8

You need to change more in the skin file than that, since they use different skins for more than just the signs. No big thing but it was easier to just fix the uvw map instead.


(Catscratch) #9

LOL, pictures rule!!

Thanks for all your help! I’m curious what is the uvw map and how did you flip it?


(Lanz) #10

As you know, a 3d object is represented with x y z to define it’s shape and form while the skin that is wrapped around the modell is only in 2d, x and y. The modelling program needs a way to use this 2d texture to actually be able to wrap it around the modell and that’s what the uvw map does.

Here’s what I did to flip that map:

First I imported the modell, then selected the triangles that has the signs.

Then I applied a material temporarly so I could see how it looked.

Notice that the image on the right is flipped compared to the left one. I then opened the modifier list and selected the “unwrap uvw” modifier.

Went down to the parameters group and pressed the edit button. The window to the left shows how the uv looks like for the signs. There’s two groups with 2 triangles each on top of each other, one for each sign.

Those need to be separeted so one of them can be flipped and this is done by selecting the vertices in each corner and using the move tool.

As you can see on the model in the background, when I moved the first group to left and down, the “sign” didn’t change on the right side of the commandpost, so I had obviously moved the left part. Now, I selected the other part and used the mirror tool. Observe the model in the background is now correct.

Last I moved the left part back on top of the right part and then closed the window

After that I removed the material I had used and then exported the model again, and that’s it.


(Catscratch) #11

Wow, nice. Thanks again for all your help!


(Lanz) #12

np, glad I could help.