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?
misc_model textures?
Easiest way must be to make an .ase model of some brushwork, that way u would get the boulder you want.
This is howto:
- Make a small boxmap with the walls textured with ‘caulk’.
- Add a info_player_deathmatch entity.
- 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%
-
Compile your map.
-
Make a .bat file.
(a .bat file is a .txt file rename to .bat)
(change the directories to fit your setup) -
run the .bat file. (a new .ase file will be created with the name of your .bsp)
-
Put that .ase model in a directory of your choice. Preferably a folder under /models/yourmapname
-
Add a misc_model entity and browse for your model.
…or!
Just simply do a brushmodel and make sure its a “detail”.
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:
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!