flags


(WeeBull) #1

i was playing maniac mansion the other day and i noticed that there are other flags on the flagpoles. now i’m making a map with some flags and i thought it would be nice if i also have some custom flags, i thought this was done with the remapshader command in the script, so i took a look at the maniac mansion pk3. but i didn’t saw that anywhere in the script, the only thing i found was a whole new model of the flag. i don’t know how to model so i forgot about it. then i remembered that baserace also has a custom flag on top of the spawn, so i took a look at the script and there was a remapshader and it looked like this:

remapshader "textures/cptnt_baseracebeta3/flag_axis_spawn1" "textures/cptnt_baseracebeta3/flag_axis_spawn1"

and i thought it should be like this:

remapshader <path to the default flag> <path to the new flag>

but in baserace those two things are the same :???:
how does this work, how can i make my own flags?

thx


(WeeBull) #2

anyone?

sorry for the spam, i really wanna know


(EB) #3

You have the remapshader process correct…I am sure that he either had that as leftover testing code or as a workaround for the remapping. There may be more to it than meets the eye.
Note: an in-editor ‘_remap’ can only be done to misc_models…not gamemodels (animated). <<<<unneeded information.<<<< :stuck_out_tongue:

So to remap a gamemodel u must change a texture path inside of the .md3 file or make ur own gamemodels.
For the baserace flags…he adjusted the texture/shader path of the default “models/mapobjects/flag/…”. [I checked the files]
I used “…” as above because there are 3 of the same model with different shader-assignments, thus making 3 seperate models.


You’ll need to create a shader for the re-mapped flag as the textures will not default to ‘Cull-disable’ :


textures/cptnt_baseracebeta3/flag_allied_spawn1
{
	qer_editorimage textures/cptnt_baseracebeta3/flag_allied_spawn1.jpg
	surfaceparm	nomarks
	surfaceparm	metalsteps
	cull disable
	{
		map $lightmap
		rgbGen identity
	}
	{
		map textures/cptnt_baseracebeta3/flag_allied_spawn1.jpg
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
}

So he has the shader file path inside of the md3 file and he has a type of backup for the remapping in the script file. I am not sure to the reason here…I am sure he may have one. Maybe he will stop in…

Either way…
shader file manual > HERE
Milkshape3d-Modeling program…30 days free > HERE
Milkshape tutorials > HERE

Good luck


(WeeBull) #4

wow thx :banana:
but i think it’s a bit to hard for me right now (i thought it would be easier), maybe i’ll come back at this when the map is finished and i feel like doing all this :fiesta:
thx again and maybe it’ll help someone else out