Command Post has no texture


(isbowhten) #1

misc_model has the command post md3 as model key AND the skin key AND has radiant’s notex texture.
(notex texture in radiant, black-orange texture ingame)

misc_mode is targeted at a script_mover (model and mover have “solid” spawnflag),
models are in etmain/models/mapobjects/radios_sd/ also the skin and some tga are in there


(Zer0Cool) #2

afaik you have to use misc_gamemodels if you want to give 'em target-/scriptnames.
Why do you target the model on the script_mover?


(isbowhten) #3

misc_models targeted at script_movers are also set invisible if you set the mover invisible :wink:
the model is then part of the mover and behaves like it
=> i do not need targetnames and scirptnames in the models


(Zer0Cool) #4

but if i remember correctly some models just work as misc_models and some as misc_gamemodels. with work i mean the textures.


(-SSF-Sage) #5

Doesn’t it still need to be gamemodel, as misc_model is backed into the map. Or did randy set it to behave like that with script_mover later on…I doubt it? I’m not sure if you can have a skin key with misc_model either, can’t check these cos I’m at work. You’re probably missing the skin key. So turn it into gamemodel and add skin if you don’t have yet.

This is designed for moving vehicles. Check the truck or tank shader, they have the information. Afair that’s for better dynamic shadowing results.

So if you have like a truck being misc_model, it goes pit black. Otherway around there’s no matter, anything that’s not supposed to be moving can be misc_model or gamemodel (again compare the shaders…) depending ofc, if you want the model to be static or dynamic (turn it invisible for example).


(isbowhten) #6

i have set the skin key…
i will try to use gamemodel, i am not here for the weekend and atm no time to test.
see ya after weekend


(kamikazee) #7

Linking a misc_model to a script_mover simply implies that the brushes of the script_mover are erased and the geometry of the misc_model is used instead. This is practical for trains and other things which cannot be built using brushes. Nowadays, the “model2” key should do the same.
Do keep in mind that the same rules apply as for misc_models: skins don’t work.

Maybe you could try to make it a misc_gamemodel, then use “attachtotag” to attach the game model to the script_mover. It only needs some extra script, but other than that it should work the same.


(-SSF-Sage) #8

[QUOTE=kamikazee;179760]Linking a misc_model to a script_mover simply implies that the brushes of the script_mover are erased and the geometry of the misc_model is used instead. This is practical for trains and other things which cannot be built using brushes. Nowadays, the “model2” key should do the same.
Do keep in mind that the same rules apply as for misc_models: skins don’t work.
[/QUOTE]

Thanks for clearing that up. I always used model2 key. Tho you can’t apply skin key to it afaik. So you’ll need to have gamemodel anyway.

[QUOTE=kamikazee;179760]
Maybe you could try to make it a misc_gamemodel, then use “attachtotag” to attach the game model to the script_mover. It only needs some extra script, but other than that it should work the same.[/QUOTE]

Why would he want to attach or target it to the clips anyway as this is for cp. It’s like 3 extra lines of script totally anyway.

And remember, you’d need to use model2 key anyway, if you wanted to attachtotag; for the dummy tag model.


(isbowhten) #9

@{SSF}Sage
you were right, it has to be a gamemodel instaed of a model.
thanks