Models..


(Yorrick) #1

How to add models to your map and where can I download some models. I’ve been searching on google and on this site for a while but I haven’t found anything. Hope you can help me with this.


(isbowhten) #2

there are many models in the etmain/models folder or in the pak0.pk3.
you add models with entities… misc_model (<- this may not have targetnames or scriptnames, but target at e.g. script mover… see the notes) or misc_gamemodel (this has no “solid” spawnflag, so you have to clip it, but it can be used in scripts)


(stealth6) #3

Link with some nice models for Q3 (so also ET)
http://www.wemakemaps.com/mapmodels.htm

Link with models of all sorts:
http://www.turbosquid.com/Search/Index.cfm/FuseAction/ProcessSmartSearch/intMediaType/2/stgType/Free


(Yorrick) #4

When I add a model for some reason it doesn’t show up in the map. It also looks very weird in radiant.


(Magic) #5

You have to change the path

go to C:/Program Files/GTKRadiant-1.4/games/et.game

open et.game file and edit the enginepath to : C:\Program Files\Wolfenstein - Enemy Territory/


(shagileo) #6

well look at this topic:

http://www.splashdamage.com/forums/showthread.php?t=16567

grtz


(Yorrick) #7

[QUOTE=Magic;177469]You have to change the path

go to C:/Program Files/GTKRadiant-1.4/games/et.game

open et.game file and edit the enginepath to : C:\Program Files\Wolfenstein - Enemy Territory/[/QUOTE]

When I open the et.game file as .rar I already see that the enginepath is C:\Program Files/Wolfenstein - Enemy territory. Even if it wasn’t, I can’t edit it.

@ shagileo:

I really don’t know what you mean.


(Magic) #8

If you do it Shagileos way : press N when you have your model (weird box) selected - in your entiti window you will be able to change the path.
To select those models (weird boxes)you already have in your map , make a brush around them and go to “selection” and click “select inside”
you will have to do this everytime you add a model.

To fix this permanent - you have to edit the “et.game” file in GtkRadiant/game/ (not et.game folder).
If i remember right - the wrong path path has to much sign at the end.


(Yorrick) #9

K it works.
Now how do I attach a model to a wall or floor? Since it says map is leaked when I put it on a wall.


(RayBan) #10

the origin of the model has to be inside your structural brushwork, adding a model to a wall
where the origin is not inside the structural will cause a leak. you could add a model where
most of the polys are actually outside the structural brushs, but as long as its origin is inside,
it will not leak.

you could have the origin sit on the structural wall, and as long as its a misc_model it should show
in the game, however misc_gamemodels are more iffy in that situtation, since they get loaded
at game runtime, its a toss up if they will show at all if their origin is placed directly on a
structural wall.

again, just make shure the origin of the model is within, or placed at least on the inside of
your structural brushwork.


(-SSF-Sage) #11

[QUOTE=Yorrick;177511]K it works.
Now how do I attach a model to a wall or floor? Since it says map is leaked when I put it on a wall.[/QUOTE]

When you have a mics_model and the origin is inside a structural brush, it causes the leak message, but it can be ignored.

Misc_gamemodels disappears when the origin is inside a structural brush, as Rayban mentioned already.


(Yorrick) #12

[QUOTE=RayBan;177513]the origin of the model has to be inside your structural brushwork, adding a model to a wall
where the origin is not inside the structural will cause a leak. you could add a model where
most of the polys are actually outside the structural brushs, but as long as its origin is inside,
it will not leak.

you could have the origin sit on the structural wall, and as long as its a misc_model it should show
in the game, however misc_gamemodels are more iffy in that situtation, since they get loaded
at game runtime, its a toss up if they will show at all if their origin is placed directly on a
structural wall.

again, just make shure the origin of the model is within, or placed at least on the inside of
your structural brushwork.[/QUOTE]

Hmm, I don’t really get what you’re saying. Does that structural brush have to be some kind of texture or something?


(Avoc) #13

Structual brushes block -vis while detail brushes do not. Its not a specific texture, any brush can be detail or structural.
You should use the search if you have any questions about structural/detail brushes before asking about it. Its been answered numerous times before.


(DeatH) #14

Wow someone else who doesn’t know where the search button is

http://www.splashdamage.com/forums/search.php

http://www.splashdamage.com/forums/showthread.php?t=3335