model problems


(th0rn3) #1

I have 2 questions:

  1. Why are my tank and truck models are completely black
  2. And why are some light models (.md3) are not shown in game?

(-SSF-Sage) #2
  1. Did you try to do light compile? I’ve had similar problems but I don’t remember how I solved them.
  2. If you are using misc_gamemodels, make sure the origin of the model isn’t overlapping a structural brush. If that’s not the problem, check your paths to the model, check the models are there, and read the console of the compiler and the game.

(th0rn3) #3

i have compiled with light, models are dark
paths are correct, lights visible in radiand but not game


(pazur) #4

Like Sage said… use misc_gamemodel. Not every model works as misc_model. If gamemodels are too dark this can be due to the lightgrid not being rendered correctly at this place. Usually in such a place your gun gets very dark too.


(obsidian) #5

Did you also properly UV-map your models? I’ve had models show up as pure black because of no or not-properly mapped UV-coordinates.


(th0rn3) #6

i am using my models - they are OK
but models like truck and jagdpanter, whitch are included in original pak0.pk3 are black


(shagileo) #7

hmmm did you use a spline route?

then it could be something in your script

EDIT: i’m sorry it’s prolly not your scripts fault, but anyway did you use a spline route ===> does the tank move?

if so, only create the clip brushes and not the tank shell.
or try this:

http://www.wolfensteinx.com/surface/tutorials/et_simple_script_mover.html
http://www.wolfensteinx.com/surface/tutorials/et_simple_script_mover_p2.html


(th0rn3) #8

Tank and truck are not movable. They are just a decorations


(RayBan) #9

the problem is that the model you are using was not meant to be used as a static model,
meaning it was meant to be used as a misc_gamemodel, and the shader for it ( or most of it )
is rgbgen lightingdiffuse, here is a quote from the shader manual

6.3.8 rgbGen lightingDiffuse
Colors are computed using a standard diffuse lighting equation. It uses the vertex normals to illuminate the object correctly.

Design Note: - rgbGen lightingDiffuse is used when you want the RGB values to be
computed for a dynamic model (i.e. non-map object) in the world using
regular in-game lighting. For example, you would specify on shaders for
items, characters, weapons, etc.

i looked at the shaders for the models, and the wheel-wells ( arches ) are impicitmapped,
so when you compile a blitzbody model in a misc_model format, the whole thing should look
black except for the wheel arches, which at the time of compile will be impicitly mapped
to whatever the situation is, being a static model, they will be lightmapped… but the rest
of the vehicle still has a lightingdiffuse shader…

so… what you can do… if you want it to be used as decoration, is to load it into your map
as a misc_gamemodel, clip it and it should be ok. if you want better lighting on it, as a
static model, you could import the model into blender, export to ase and make new shaders
that are implicitmapped for every part of it.


(VossieJr) #10

LoL I have the same problem… I use just misc_models from the pak0.pk3 and place them in my map… one or two are completly black… and the others are just working fine… :S