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?
is this possible?
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.
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
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
sorry i dont have pictures for this i hope you understand without.
Look at north pole map source at the snowman its made in similar way
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?
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
}
how do i clip it or auto clip it?
sorry people but i am a noob in puting in models and stuff
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.
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
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