It seems that two separate entities can’t ‘hijack’ the same brushmodel with the setmodelfrombrushmodel command…well sort of. In-game, when you look at one of the entities with the hijacked brushmodel its fine, but if both entities are in your view at the same time, one of them will vanish until its alone again.
I was wondering if anyone has a way around it, or can explain whats going on. Because if this was possible, ‘random’ terrain in maps could get very sexy! Here’s what I’m thinking:
Instead of scriptmovers being placed in a randomly chosen preset arrangement and then rotated individually to mimic randomization (what I did in baserace_beta2)…
Each script mover would serve as a location marker, and randomly hijack a model from a ‘library’ of brushmidels, then rotate randomly. This way, there would be no preset arrangements - each piece of terrain (the brushmodels) could appear at any location (the movers) and could appear at multiple locations at the same time!
Im salivating at the prospect, if only it could be done!

but keep in mind the size restrictions of md3 (model dimensions must be less than 1024^3)… gave me quite some headaches some time ago… if you want to make something bigger than 1024 units u have to scale it down, convert it into an md3 and apply modelscale when using it in your map to rescale it accordingly.
however, in my installation it always adds baseq3/models/ at the beginning of the texture path, but you can fix this easily with nfernos compiler or a hex editor. to conclude: the benefit of q3data is that you don’t have to guess, which texture belongs to which surface group.