misc_model textures?


([FuBaR]Martanian) #1

Ok im creating a temperate climate map and i want some big boulders with a gray texture not the sandy ones in the misc_model section…can any1 tell where or how to make this work without editing the models on "milkshake(???) program?


(Drakir) #2

Easiest way must be to make an .ase model of some brushwork, that way u would get the boulder you want.

This is howto:

  1. Make a small boxmap with the walls textured with ‘caulk’.
  2. Add a info_player_deathmatch entity.
  3. Use the ‘caulk’ texture on any faces you don’t want in your model. (be advised that if you have a textured bsp face ontop of a cailked face that face will be removed.)
@rem to use this batch file, drop a .map file on it or run it from a dos window: 
@rem > compile <mapname> 

@set Q3MAP_PATH="D:\games	oolz\GTKRadient-et\q3map2.exe" 
@set ET_PATH="D:\games\Wolfenstein - Enemy Territory" 
@set MAP_PATH="D:/games/Wolfenstein - Enemy Territory/etmain/maps/YOUR_BSP_OBJECT_NAME.bsp" 

@set GEN_OPTIONS=-fs_basepath "D:\games\Wolfenstein - Enemy Territory" -game et 

@rem 
%Q3MAP_PATH% -convert %GEN_OPTIONS% -v %MAP_PATH% 

  1. Compile your map.

  2. Make a .bat file.
    (a .bat file is a .txt file rename to .bat)
    (change the directories to fit your setup)

  3. run the .bat file. (a new .ase file will be created with the name of your .bsp)

  4. Put that .ase model in a directory of your choice. Preferably a folder under /models/yourmapname

  5. Add a misc_model entity and browse for your model.

…or!
Just simply do a brushmodel and make sure its a “detail”.


(sock) #3

Another way is to use the “_remap” key on the misc_model entity.

  • Take the existing model skin, change it so it looks like what you want.
  • Save back to the same location with a new name.
  • Place the “misc_model” in the map.
  • Add “_remap” “*;<new texture/shader path>” key/value to the new entity. Point the texture/shader path at your new texture. Remember to include all of the path from the “etmain” folder downwards.

Here is an example from the map fueldump:


// entity 1
{
"angles" "345 180 0"
"_remap" "*;models/mapobjects/props_sd/snowrock_clip"
"classname" "misc_model"
"origin" "-2628 -5632 262"
"model" "models/mapobjects/props_sd/snowrock3_a.md3"
"modelscale" "2.5"
}

In the example above I remapped the existing texture to a new shader so I could have compiler clipping instead. But this system can be used for all sorts of things. Check the original maps with ET for more examples of the entity key/value.

Sock
:moo:


([FuBaR]Martanian) #4

Thnx guys thats good stuff!

P.s. Drakir u da man cos half my map is made up of ur prefbas, dont worry tho if i ever manage to finish it all make sure they all know!

Cheers again!