Is there a working model list ? caus i’m getting tired of looking at all models compiled just to see that they dont work
IS there...
well man in the rad editor u can tell right off the bat weather they will compile or not just see if their skinned like they should be once compiled is not and give u that shader crap then won’t compile…
no model is showing up in the editor period for me, and i know im not the only one with this problem, ummmm why cannot we see the mdoel in the editor splash damage people
Models work for me. Are you filtering out the models from radiant’s view? Press Shft+M.
You may need to unpack the models and model textures from the game .pk3 file in order to see them in radiant. The models included with the tools download are only the ones not provided with the game. (Like a snow jagdpanther.)
yes i know all that, i mean ASE models arent showing, sorry for not making that clearer
The ASE models are exactly like mapmodels, they need to be extracted into the correct directory. For example the roof in the bank of goldrush is located in this directory:
models/mapobjects/prefabs_sd/
Sock
F33l the :moo:
umm let me try one more time, ok my models work, my md3, and my ASE, what i mean is i can only see the origin in the editor of my ASE terrain model, its putting it in BSP after compile, what im saying is my ase terrain model is in map but all i can see is the origin, which mean i cant really manipulate it (plaCE IT) correctly without compiling, and looking at it in game, also its not clipping me, in gtkradiant prior to this this same exact terrain, was clipping, now i can walk right through it. in the shader i have the clipmodel switch, only now its not working
Right this could be cross wired here or something completely different. Do you mean that all models in the editor are not displaying correctly? If so check the “view/entities as/” options to make sure you have the “skinned and boxed” option selected.
If you have created a terrain and made it into a ASE model, that is a seriously bad idea. All terrains should be “func_group” with alphamaps and so on.
Also the clipmodel compiler option is not perfect and can cause problems on complex geometry/brushwork. There is plenty cases in the existing maps where the player simply falls into solid objects due to the clipmodel feature. If the clipmodel feature has stopped working all together then check your shader is correct.
Sock
F33l the :moo: