Hey - Quick help needed, please.


(kllthdyrctr) #1

First Post - Woo! :stroggbanana:

Anyhow… moving on… (and quick to it ;))

I’ve got a map concept in mind, but I’m new to ET content and can’t find, at first glance, any kind of Flak-AA gun. Is there one within ET or would I have to import one from elsewhere? (possibly from RTCW?)

Also a question about multiple primary objectives, I assume it’s possible as like on mp_Base, but a quick search didn’t give me any clear results on how to set up dual, triple or multiple primary objectives. Anyone have a short tut or link that would explain this? =]

Finally - Do alpha textures block light in ET as they did in RTCW? Is there some kind of work around for the issue if it still exists?

Thanks for any help. =] I know I could probably find the answer to atleast one of these with a deep search but you guys are way cooler to deal with than a search function. :wink:

Flattery will get me everywhere, right?!


(stealth6) #2

no flak gun in ET, altho there are some prefabs for it… But I don’t think there is a model
Heres one I found just now by browsing the forum int he right places :slight_smile: (I’ve been here a while)


or maybe you can find something between these prefabs:
http://www.wolfmap.de/files.php?cat_id=47&order_id=1

I guess you mean tc_base not mp_base I’m not sure, but I’m gussing its just that way you script it.
Yea that would be logical…

like if you blow something up trigger script part x which makes accum go to 1
then when u blow up the second 1 it checks what the accum is etc… (catch my drift?)

But I dunno bout the alpha textures


(TomTom7777) #3

There are a bunch of static artillery and AA guns out there as prefabs or models (88flak prefab by Zefan, cyburk_flak prefab by cyburk, zp_m3_flakpanzer model by zenithply, higgins_atgun model by DANIEL HIGGINS…)

but you can also try borrowing from other maps (ask permission of course before releasing)
Artillery;
//std 75 mm oasis gun model by SD
model “models/mapobjects/pak75_sd/pak75.md3”
skin “models/mapobjects/pak75_sd/pak75.tga”

//small low-profile single AA gun   needs modelscale 3 setting?
model "models/mapobjects/wolfschanze/flak37.md3" //from rochelle_b1
skin "models/mapobjects/wolfschanze/flak37.tga"

//small low-profile single AA gun base (uses same origin)
model "models/mapobjects/wolfschanze/flak37_base.md3" //from rochelle_b1
skin "models/mapobjects/wolfschanze/flak37_cull.tga"

//4 barrel anti aircraft from adlerhorst
model "models/mapobjects/paz/vierer_flak.MD3" //from adlerhorst
skin "models/mapobjects/paz/flakgun.jpg" ?

//field artillery
model "models/artillary/field_art.md3" //from beta_low_mount_ass

You can also use the turret model from the Churchill AFE tank as a gun emplacement (not AA)

You could also ask others like zedd about how he made his rockeye AA guns not using a model.

While these guns are static you can script in effects like sound, smoke, flash, moving shell etc (As I have done in waypointing rockeyes and bloody omaha for FritzBots). The proper recoil of a AA gun you can’t do with a single piece model, but you could simulate it on a horizontal gun (flakpanzer does list recoil frames). Likewise the azimuth of the AA models are fixed but you might be able to do rotations. Maps like venice and beta_low_mount_ass show how you can make the player fire the guns.


(kllthdyrctr) #4

Thanks massively to both of you for your replies. Helped, not necessarily in finding the model I wanted, but atleast identifying it. What I’m after specifically is a model of the Flakvierling 38:

I haven’t been able to find anything closely resembling that enough for my liking, too much of a perfectionist for that!

It’s kind of pivotal to what I’m doing, and I really need it in both “whole” and “destroyed” form. I would love to take the time to create it myself. But I’m already bogged down with everything else that needs doing…

So… is creating a model/prefab reasonably simple? Just like creating something complex within radiant? I assume that making it have a “destroyed” form is a matter of scripting, mainly.

If it’s not then does anyone know where I can find this model? Or someone who would be able to make it for me?

Thanks again lads.


(th0rn3) #5

If you want to create a flakvierling model, I strongly recommend Milkshape 3D


(Tyrlop) #6

my friend made a FLAK 38 once, not flakvirling but close


(TomTom7777) #7

Prefabs you can do in Radient if you don’t want to spend time learning to do models in milkshape (unless you want it moving).
Your image is complex try sketching the minimum detail you feel is needed then count the polygons you will need. (Do you have an all round view to create the skin? etc.) If you think that you don’t have time for that then take a look at the gun in adlerhorst and think what you would need to add to get something similar (Armor plates, seat, base etc). What you add could be tied to a func_explosive and could be replaced by debris or func_static of damaged parts and a smoke effect could hide the fact the model portion is unchanged.
But if that still isn’t good enough I say try making your map with the 75mm oasis gun model to get your map started and worry about getting time or someone to do your preferred model later. Doing the map alone will take a lot of your time.


(kllthdyrctr) #8

Thanks again guys. I created a quick model in radiant, nothing special… just as a placeholder for something more detailed in the future (just gotta find someone to make me one now! lol).

But now I’ve a different question, for easygen what size does the bitmap have to be? I’m hearing contrasting sizes from different places… 64pxSq? 33pxSq? any size?

Also, is the only terrain texture folder worth looking in “temperate_sd”? I’ve browsed the others but can’t find any with a good number of terrain textures.


(stealth6) #9

when gun is destroyed, just script it to become invisible and replaced by the broken model.
Never seen a gun like that in ET, so guess it doesn’t exist yet…

not sure on the bitmap size, but I’m guessing 2x2, 4x4, 8x8, 16x16, 64x64, 128x128 basically sizes of 2 to the power of n (well, thats how the textures work anyway)

and in the default terrain textures, temperate_sd is a good one and there is 1 more, but I don’t remember the name…

But you can find textures online too…

and if you made a model you could compile it as a .ase in radiant, improves FPS, but you’d have to search the forums on info bout that


(kllthdyrctr) #10

Thanks for the help.

Yeh I discovered with the bitmap that the larger the image (32x32, 64x64 etc…) the bigger the terrain generated, I’m not sure whether this is just because of my setup or what, though. And of course if you want a 64x64 bitmap you need a 65x65 image, so on and so forth.

I’ve run into an issue, though, with my Easygen terrain. I exported the temperate_sd folder from pak0.pk3 to the etmain/textures folder, loaded my bitmap in easygen and generated my textured terrain. When I loaded it up in game the shaders didn’t take effect and I was left with rolling grassy hills which sounded like concrete.

I don’t understand where I went wrong, anyone with any ideas?

Unfortunately for what I’m doing I really have to start with the terrain, so I’m actually at an impasse, can’t find anything via searching which explains this either.

EDIT: Fixed easygen issue, damn shaders.


(Huoliuhi) #11

Thanks! Bump!