is this possible?


(kgbdino) #1

is it possile to make a round ball not a sylinder that is flat on 2 ends but a ball that is round at any directions you look at it?


(Valkyrie_Hrist) #2

Yes it is possible… I have seen a map that is a giant pool-table that has balls rolling all over the place… unfortunately i can’t remeber the name of the map.

what you could try is making a cylinder with a large numer of sides say 20. then copy and a paste the same cylinder and then rotate it slightly after the sphere is made group all the cylinders together… messy but should work.


(Jaquboss) #3

or just use md3 if you can…


(kgbdino) #4

md3’s are a problem i cant figure out how to use them:(


(DWM|Commando) #5

well md3’s are jsut models for your map. so get a quick 3d program and make a sphere, and do waht ever else you need to do to make the md3 work, then import it to your map and dont forget to put it in your final .pk3


(.Chris.) #6

nah you can do it with 2 sets of patches, make 2 cones, thats patch cones not brush, have one on top of the other so the two opening touch together like <> that now select one of them and press V a series of dots should have apeared now click one at top of cone and drag it downwards to make cone more ball shaped, do same to other cone and you should end up with a ball :smiley: sorry i dont have pictures for this i hope you understand without.

Edit:

Look at north pole map source at the snowman its made in similar way


(kgbdino) #7

thnks for the tip but im not so good so if anyone out there has some pictures i would really love to get some
and how does i make the patch cones?


(The Wanderer) #8

Here’s an ase sphere model. It’s relatively low poly(80 tris) but if you need higher poly just post again.
Copy the following in a text file and replace the Insert_Your_Shader_Path_Here with the path to your texture or shader that you want to use.
Save it as whateverYouWantToNameIt.ase and drop it in your map.

One last thing…you will have to clip it yourself(or just autoclip it).


*3DSMAX_ASCIIEXPORT	200
*COMMENT "AsciiExport Version  2.00 - Thu Jul 07 15:01:28 2005"
*SCENE {
	*SCENE_FILENAME ""
	*SCENE_FIRSTFRAME 0
	*SCENE_LASTFRAME 100
	*SCENE_FRAMESPEED 30
	*SCENE_TICKSPERFRAME 160
	*SCENE_BACKGROUND_STATIC 0.0000	0.0000	0.0000
	*SCENE_AMBIENT_STATIC 0.4353	0.4353	0.4353
}
*MATERIAL_LIST {
	*MATERIAL_COUNT 1
	*MATERIAL 0 {
		*MATERIAL_NAME "Insert_Your_Shader_Path_Here"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Insert_Your_Shader_Path_Here"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP ""
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
}
*GEOMOBJECT {
	*NODE_NAME "GeoSphere01"
	*NODE_TM {
		*NODE_NAME "GeoSphere01"
		*INHERIT_POS 0 0 0
		*INHERIT_ROT 0 0 0
		*INHERIT_SCL 0 0 0
		*TM_ROW0 1.0000	0.0000	0.0000
		*TM_ROW1 0.0000	1.0000	0.0000
		*TM_ROW2 0.0000	0.0000	1.0000
		*TM_ROW3 0.0000	0.0000	0.0000
		*TM_POS 0.0000	0.0000	0.0000
		*TM_ROTAXIS 0.0000	0.0000	0.0000
		*TM_ROTANGLE 0.0000
		*TM_SCALE 1.0000	1.0000	1.0000
		*TM_SCALEAXIS 0.0000	0.0000	0.0000
		*TM_SCALEAXISANG 0.0000
	}
	*MESH {
		*TIMEVALUE 0
		*MESH_NUMVERTEX 42
		*MESH_NUMFACES 80
		*MESH_VERTEX_LIST {
			*MESH_VERTEX    0	0.0000	0.0000	39.3701
			*MESH_VERTEX    1	35.2137	0.0000	17.6068
			*MESH_VERTEX    2	10.8816	33.4902	17.6068
			*MESH_VERTEX    3	-28.4885	20.6981	17.6068
			*MESH_VERTEX    4	-28.4885	-20.6981	17.6068
			*MESH_VERTEX    5	10.8816	-33.4902	17.6068
			*MESH_VERTEX    6	28.4885	20.6981	-17.6068
			*MESH_VERTEX    7	-10.8816	33.4902	-17.6068
			*MESH_VERTEX    8	-35.2137	-0.0000	-17.6068
			*MESH_VERTEX    9	-10.8816	-33.4902	-17.6068
			*MESH_VERTEX   10	28.4885	-20.6981	-17.6068
			*MESH_VERTEX   11	0.0000	0.0000	-39.3701
			*MESH_VERTEX   12	20.6981	0.0000	33.4902
			*MESH_VERTEX   13	6.3961	19.6850	33.4902
			*MESH_VERTEX   14	-16.7451	12.1660	33.4902
			*MESH_VERTEX   15	-16.7451	-12.1660	33.4902
			*MESH_VERTEX   16	6.3961	-19.6850	33.4902
			*MESH_VERTEX   17	27.0941	19.6850	20.6981
			*MESH_VERTEX   18	-10.3490	31.8511	20.6981
			*MESH_VERTEX   19	-33.4902	-0.0000	20.6981
			*MESH_VERTEX   20	-10.3490	-31.8511	20.6981
			*MESH_VERTEX   21	27.0941	-19.6850	20.6981
			*MESH_VERTEX   22	37.4432	12.1660	0.0000
			*MESH_VERTEX   23	-0.0000	39.3701	0.0000
			*MESH_VERTEX   24	-37.4432	12.1660	0.0000
			*MESH_VERTEX   25	-23.1412	-31.8511	0.0000
			*MESH_VERTEX   26	23.1412	-31.8511	0.0000
			*MESH_VERTEX   27	37.4432	-12.1660	0.0000
			*MESH_VERTEX   28	23.1412	31.8511	0.0000
			*MESH_VERTEX   29	-23.1412	31.8511	0.0000
			*MESH_VERTEX   30	-37.4432	-12.1660	0.0000
			*MESH_VERTEX   31	0.0000	-39.3701	0.0000
			*MESH_VERTEX   32	10.3490	31.8511	-20.6981
			*MESH_VERTEX   33	-27.0941	19.6850	-20.6981
			*MESH_VERTEX   34	-27.0941	-19.6850	-20.6981
			*MESH_VERTEX   35	10.3490	-31.8511	-20.6981
			*MESH_VERTEX   36	33.4902	0.0000	-20.6981
			*MESH_VERTEX   37	16.7451	12.1660	-33.4902
			*MESH_VERTEX   38	-6.3961	19.6850	-33.4902
			*MESH_VERTEX   39	-20.6981	-0.0000	-33.4902
			*MESH_VERTEX   40	-6.3961	-19.6850	-33.4902
			*MESH_VERTEX   41	16.7451	-12.1660	-33.4902
		}
		*MESH_FACE_LIST {
			*MESH_FACE    0:    A:    0 B:   12 C:   13 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE    1:    A:   12 B:    1 C:   17 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE    2:    A:   12 B:   17 C:   13 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE    3:    A:   13 B:   17 C:    2 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE    4:    A:    0 B:   13 C:   14 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE    5:    A:   13 B:    2 C:   18 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE    6:    A:   13 B:   18 C:   14 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE    7:    A:   14 B:   18 C:    3 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE    8:    A:    0 B:   14 C:   15 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE    9:    A:   14 B:    3 C:   19 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   10:    A:   14 B:   19 C:   15 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   11:    A:   15 B:   19 C:    4 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   12:    A:    0 B:   15 C:   16 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   13:    A:   15 B:    4 C:   20 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   14:    A:   15 B:   20 C:   16 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   15:    A:   16 B:   20 C:    5 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   16:    A:    0 B:   16 C:   12 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   17:    A:   16 B:    5 C:   21 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   18:    A:   16 B:   21 C:   12 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   19:    A:   12 B:   21 C:    1 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   20:    A:    1 B:   27 C:   22 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   21:    A:   27 B:   10 C:   36 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   22:    A:   27 B:   36 C:   22 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   23:    A:   22 B:   36 C:    6 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   24:    A:    2 B:   28 C:   23 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   25:    A:   28 B:    6 C:   32 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   26:    A:   28 B:   32 C:   23 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   27:    A:   23 B:   32 C:    7 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   28:    A:    3 B:   29 C:   24 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   29:    A:   29 B:    7 C:   33 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   30:    A:   29 B:   33 C:   24 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   31:    A:   24 B:   33 C:    8 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   32:    A:    4 B:   30 C:   25 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   33:    A:   30 B:    8 C:   34 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   34:    A:   30 B:   34 C:   25 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   35:    A:   25 B:   34 C:    9 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   36:    A:    5 B:   31 C:   26 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   37:    A:   31 B:    9 C:   35 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   38:    A:   31 B:   35 C:   26 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   39:    A:   26 B:   35 C:   10 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   40:    A:    6 B:   28 C:   22 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   41:    A:   28 B:    2 C:   17 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   42:    A:   28 B:   17 C:   22 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   43:    A:   22 B:   17 C:    1 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   44:    A:    7 B:   29 C:   23 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   45:    A:   29 B:    3 C:   18 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   46:    A:   29 B:   18 C:   23 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   47:    A:   23 B:   18 C:    2 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   48:    A:    8 B:   30 C:   24 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   49:    A:   30 B:    4 C:   19 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   50:    A:   30 B:   19 C:   24 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   51:    A:   24 B:   19 C:    3 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   52:    A:    9 B:   31 C:   25 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   53:    A:   31 B:    5 C:   20 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   54:    A:   31 B:   20 C:   25 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   55:    A:   25 B:   20 C:    4 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   56:    A:   10 B:   27 C:   26 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   57:    A:   27 B:    1 C:   21 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   58:    A:   27 B:   21 C:   26 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   59:    A:   26 B:   21 C:    5 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   60:    A:   11 B:   38 C:   37 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   61:    A:   38 B:    7 C:   32 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   62:    A:   38 B:   32 C:   37 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   63:    A:   37 B:   32 C:    6 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   64:    A:   11 B:   39 C:   38 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   65:    A:   39 B:    8 C:   33 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   66:    A:   39 B:   33 C:   38 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   67:    A:   38 B:   33 C:    7 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   68:    A:   11 B:   40 C:   39 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   69:    A:   40 B:    9 C:   34 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   70:    A:   40 B:   34 C:   39 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   71:    A:   39 B:   34 C:    8 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   72:    A:   11 B:   41 C:   40 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   73:    A:   41 B:   10 C:   35 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   74:    A:   41 B:   35 C:   40 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   75:    A:   40 B:   35 C:    9 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   76:    A:   11 B:   37 C:   41 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   77:    A:   37 B:    6 C:   36 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   78:    A:   37 B:   36 C:   41 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
			*MESH_FACE   79:    A:   41 B:   36 C:   10 AB:    1 BC:    1 CA:    1	 *MESH_SMOOTHING 1 	*MESH_MTLID 1
		}
		*MESH_NUMTVERTEX 64
		*MESH_TVERTLIST {
			*MESH_TVERT 0	0.4000	1.0000	39.3701
			*MESH_TVERT 1	0.5000	0.6476	39.3701
			*MESH_TVERT 2	0.7000	0.6476	39.3701
			*MESH_TVERT 3	0.9000	0.6476	39.3701
			*MESH_TVERT 4	0.1000	0.6476	39.3701
			*MESH_TVERT 5	0.3000	0.6476	39.3701
			*MESH_TVERT 6	0.6000	0.3524	39.3701
			*MESH_TVERT 7	0.8000	0.3524	39.3701
			*MESH_TVERT 8	0.0000	0.3524	39.3701
			*MESH_TVERT 9	0.2000	0.3524	39.3701
			*MESH_TVERT 10	0.4000	0.3524	39.3701
			*MESH_TVERT 11	0.5000	0.0000	39.3701
			*MESH_TVERT 12	0.5000	0.8238	39.3701
			*MESH_TVERT 13	0.7000	0.8238	39.3701
			*MESH_TVERT 14	0.9000	0.8238	39.3701
			*MESH_TVERT 15	0.1000	0.8238	39.3701
			*MESH_TVERT 16	0.3000	0.8238	39.3701
			*MESH_TVERT 17	0.6000	0.6762	39.3701
			*MESH_TVERT 18	0.8000	0.6762	39.3701
			*MESH_TVERT 19	0.0000	0.6762	39.3701
			*MESH_TVERT 20	0.2000	0.6762	39.3701
			*MESH_TVERT 21	0.4000	0.6762	39.3701
			*MESH_TVERT 22	0.5500	0.5000	39.3701
			*MESH_TVERT 23	0.7500	0.5000	39.3701
			*MESH_TVERT 24	0.9500	0.5000	39.3701
			*MESH_TVERT 25	0.1500	0.5000	39.3701
			*MESH_TVERT 26	0.3500	0.5000	39.3701
			*MESH_TVERT 27	0.4500	0.5000	39.3701
			*MESH_TVERT 28	0.6500	0.5000	39.3701
			*MESH_TVERT 29	0.8500	0.5000	39.3701
			*MESH_TVERT 30	0.0500	0.5000	39.3701
			*MESH_TVERT 31	0.2500	0.5000	39.3701
			*MESH_TVERT 32	0.7000	0.3238	39.3701
			*MESH_TVERT 33	0.9000	0.3238	39.3701
			*MESH_TVERT 34	0.1000	0.3238	39.3701
			*MESH_TVERT 35	0.3000	0.3238	39.3701
			*MESH_TVERT 36	0.5000	0.3238	39.3701
			*MESH_TVERT 37	0.6000	0.1762	39.3701
			*MESH_TVERT 38	0.8000	0.1762	39.3701
			*MESH_TVERT 39	0.0000	0.1762	39.3701
			*MESH_TVERT 40	0.2000	0.1762	39.3701
			*MESH_TVERT 41	0.4000	0.1762	39.3701
			*MESH_TVERT 42	0.6000	1.0000	39.3701
			*MESH_TVERT 43	0.8000	1.0000	39.3701
			*MESH_TVERT 44	0.0000	1.0000	39.3701
			*MESH_TVERT 45	-0.1000	0.8238	39.3701
			*MESH_TVERT 46	-0.1000	0.8238	39.3701
			*MESH_TVERT 47	-0.1000	0.6476	39.3701
			*MESH_TVERT 48	-0.1000	0.8238	39.3701
			*MESH_TVERT 49	0.2000	1.0000	39.3701
			*MESH_TVERT 50	-0.0500	0.5000	39.3701
			*MESH_TVERT 51	-0.1000	0.3238	39.3701
			*MESH_TVERT 52	-0.0500	0.5000	39.3701
			*MESH_TVERT 53	-0.0500	0.5000	39.3701
			*MESH_TVERT 54	-0.0500	0.5000	39.3701
			*MESH_TVERT 55	-0.1000	0.6476	39.3701
			*MESH_TVERT 56	0.7000	0.0000	39.3701
			*MESH_TVERT 57	-0.1000	0.0000	39.3701
			*MESH_TVERT 58	-0.2000	0.1762	39.3701
			*MESH_TVERT 59	-0.1000	0.3238	39.3701
			*MESH_TVERT 60	-0.1000	0.3238	39.3701
			*MESH_TVERT 61	-0.2000	0.1762	39.3701
			*MESH_TVERT 62	0.1000	0.0000	39.3701
			*MESH_TVERT 63	0.3000	0.0000	39.3701
		}
		*MESH_NUMTVFACES 80
		*MESH_TFACELIST {
			*MESH_TFACE 0	42	12	13
			*MESH_TFACE 1	12	1	17
			*MESH_TFACE 2	12	17	13
			*MESH_TFACE 3	13	17	2
			*MESH_TFACE 4	43	13	14
			*MESH_TFACE 5	13	2	18
			*MESH_TFACE 6	13	18	14
			*MESH_TFACE 7	14	18	3
			*MESH_TFACE 8	44	45	15
			*MESH_TFACE 9	46	47	19
			*MESH_TFACE 10	48	19	15
			*MESH_TFACE 11	15	19	4
			*MESH_TFACE 12	49	15	16
			*MESH_TFACE 13	15	4	20
			*MESH_TFACE 14	15	20	16
			*MESH_TFACE 15	16	20	5
			*MESH_TFACE 16	0	16	12
			*MESH_TFACE 17	16	5	21
			*MESH_TFACE 18	16	21	12
			*MESH_TFACE 19	12	21	1
			*MESH_TFACE 20	1	27	22
			*MESH_TFACE 21	27	10	36
			*MESH_TFACE 22	27	36	22
			*MESH_TFACE 23	22	36	6
			*MESH_TFACE 24	2	28	23
			*MESH_TFACE 25	28	6	32
			*MESH_TFACE 26	28	32	23
			*MESH_TFACE 27	23	32	7
			*MESH_TFACE 28	3	29	24
			*MESH_TFACE 29	29	7	33
			*MESH_TFACE 30	29	33	24
			*MESH_TFACE 31	50	51	8
			*MESH_TFACE 32	4	30	25
			*MESH_TFACE 33	30	8	34
			*MESH_TFACE 34	30	34	25
			*MESH_TFACE 35	25	34	9
			*MESH_TFACE 36	5	31	26
			*MESH_TFACE 37	31	9	35
			*MESH_TFACE 38	31	35	26
			*MESH_TFACE 39	26	35	10
			*MESH_TFACE 40	6	28	22
			*MESH_TFACE 41	28	2	17
			*MESH_TFACE 42	28	17	22
			*MESH_TFACE 43	22	17	1
			*MESH_TFACE 44	7	29	23
			*MESH_TFACE 45	29	3	18
			*MESH_TFACE 46	29	18	23
			*MESH_TFACE 47	23	18	2
			*MESH_TFACE 48	8	30	52
			*MESH_TFACE 49	30	4	19
			*MESH_TFACE 50	30	19	53
			*MESH_TFACE 51	54	19	55
			*MESH_TFACE 52	9	31	25
			*MESH_TFACE 53	31	5	20
			*MESH_TFACE 54	31	20	25
			*MESH_TFACE 55	25	20	4
			*MESH_TFACE 56	10	27	26
			*MESH_TFACE 57	27	1	21
			*MESH_TFACE 58	27	21	26
			*MESH_TFACE 59	26	21	5
			*MESH_TFACE 60	56	38	37
			*MESH_TFACE 61	38	7	32
			*MESH_TFACE 62	38	32	37
			*MESH_TFACE 63	37	32	6
			*MESH_TFACE 64	57	39	58
			*MESH_TFACE 65	39	8	59
			*MESH_TFACE 66	39	60	61
			*MESH_TFACE 67	38	33	7
			*MESH_TFACE 68	62	40	39
			*MESH_TFACE 69	40	9	34
			*MESH_TFACE 70	40	34	39
			*MESH_TFACE 71	39	34	8
			*MESH_TFACE 72	63	41	40
			*MESH_TFACE 73	41	10	35
			*MESH_TFACE 74	41	35	40
			*MESH_TFACE 75	40	35	9
			*MESH_TFACE 76	11	37	41
			*MESH_TFACE 77	37	6	36
			*MESH_TFACE 78	37	36	41
			*MESH_TFACE 79	41	36	10
		}
	}
	*PROP_MOTIONBLUR 0
	*PROP_CASTSHADOW 1
	*PROP_RECVSHADOW 1
	*MATERIAL_REF 0
}



(kgbdino) #9

how do i clip it or auto clip it?

sorry people but i am a noob in puting in models and stuff


(The Wanderer) #10

ok…in more detail
after doing what i said in my previous post do the following
put the file in the models directory in etmain
in radiant right click in any 2d window and select misc->misc_model and browse to the file you just saved and open it.
The model should now be in your map. If all you see is a white wire box with two lines going through it try the following.
With the model still selected press N(open entities window). In the entities window select the model key and modify its value by deleting everything before the models directory. Basically modify the path to the model so that it starts at the models directory.
Your model should not be visible in radiant.
To scale the model insert the key modelscale and give it whatever value you want to make it bigger or smaller(values > 1 will scale it up and < 1 will scale it down). This is still done in the entities window by the way.

To clip the model “manually” make a very rough shape of the model with brushes and texture them with the clip texture. Most of the time just a box around the model will be fine.
To automatically clip it either insert the key spawnflags with value 2 in the entities window or put the command q3map_clipmodel in the shader you’re gonna use for it.
I recommend you clip it manually because it’s very easy and more efficient.


(kgbdino) #11

ok now i got it visible but i didnt have to clip it but i can walk right thru it and i cant figure out the clipping
HELP ME PLEASE:.
i dont have a clue


(Loffy) #12

Hi!
Make a box, and use the texture “clip”. Make it the same size as the sphere. It will be invisible in game. Put the box inside the sphere.
Now players can walk up to and feel the sphere (but it is really the box).
//Loffy


([SSM] Shadow Meat) #13

AND U CAN SHOOT THROUGH IT!


(Loffy) #14

Hm, maybe clip weapon would work?