change textures for mapobjects\rocks_sd models?


(thore) #1

there are different rock models available… but those i could find don’t really fit my needs .
battery_rocks and seawall_rocks are way too chisel(l)ed to look like erratic blocks, on the
other hand the rocks one can find in rocks_sd are smooth but way too bright :banghead:

apart from rock_desert[…].jpg and rock_snow[…].jpg there are rock_temperate[…].jpg
textures to be found in the same folder - and those temperate texes are those i need. is
there any way to apply the temperate texture to the rock models?

sock wrote in maggumaster’s simpson screenshot thread:

but when doing a search i came around hummer’s raiders thread where he used the
remap shader command in scripts dynamically influencing shaders in the game world -
which isn’t exactly my purpose. i just want to change the tex once

the whole thing gets me little mapping noob slightly confused… all i need are temperate
rock models :disgust: but if there’s no way i obviously have to make my own…

and - as always - i’m quite sure the solution is somewhat simple, doh!

:moo:
(love that one)

(really)


(MadJack) #2

Create a new shader based on the one used by the rock model you want to use and use the temperate texture instead. I have to admit I didn’t check the model’s textures and shader so it might not be easily done though I’m pretty sure it can’t be that bad.

FYI, that you want to remap 10 or 1 shader to a model, remapshader should be what to use. Check the goldrush .script, you’ll see it used to to just that, change the texture on models.

HTH


(thore) #3

and the solution WAS simple. thx madjack for your attempt though - but finally
bxpress already gave me a jump start on texture paths editing :wink: for those who
might come here having the same problems, here’s how to change the texture
of any given md3 model:

those rocks i needed are in mapobjects\rocks_sd together with those temperate
textures i wanted to use. all i had to do was opening the md3 file with ultraedit
(just for naming one editor) and locate the path to the texture. in my case
mapobjects\rocks_sd\rock_desert[_big/small] and changing it to fit my needs.
i ended up with rocks_farm\rock_temperate_big. be sure to make a copy of
those models you modify and include them with your pk3.

simple, as is said :smiley:

thx again to bxpress!


(MadJack) #4

I almost gave you that but I thought that wasn’t what you wanted. Although if anyone is doing that, PLEASE don’t keep the original names because it WILL screw up the ET maps. Always make sure you make a copy and use the copy in its own dir etc. :slight_smile:


(thore) #5

yeah, actually i meant making the copy BEFORE editing them, sorry for that :wink:


(No1_sonuk) #6

You could also use the .skin system.
The same system that changes the player model skins works on misc_gamemodels, but I don’t know about misc_models.


(thore) #7

since i had to include even the original (!) rock models with my pk3 to make them
appear on the server, it’s no big deal to include the modified models and textures…

actually the rocks are working now so i feel no urgent need to change them… not
to mention i have absolutely no clue on how the .skin system works. newbie mappers
should start small. already have enough probs get my ctf objs working :banghead:

but thanks for mentioning, maybe i’ll keep that .skin stuff in mind for later projects.

cya


(Shallow) #8

Don’t forget that q3map2 supports _remapshader to changes the shaders on misc_model surfaces at compile time, which was included for exactly this purpose! (This is probably the remapping that sock was referring to)

Select your misc_model in Radiant and enter the following in the entities dialogue:

key: _remapshader
value: pathToOriginalShader;pathToNewShader

You can remap objects like trees that use more than one shader with _remapshader1, _remapshader2 etc.

It’s easier than hacking the md3 in a hex editor and you aren’t limited in what you can call the shader, although changing the model might be easier in the long run if you want to use the same thing retextured a lot of times, and free at runtime unlike using scripting.