yes i have a model and i have placed it in my map using misc --> misc_gamemodel but i need to make it a script_mover but it already has the classname misc_gamemodel so how would i do this?
Moving md3 models?
Make a clip around the model that you have so it matches your model as good as possible, then create an origin brush where the origin of the model is. Select the origin brush and the clip or clips that you have created, right click in the 2D view and make them a script_mover (without having the model selected)
Then add this to your script mover:
Key: model2
Value: path to the model that you used
scritpname and tragetname of your liking as well as the spawnflags you want.
/SteelRat
well i have the model as 1 ring but i need 5 so i made a prefab of 5 of the models on top of eachother which is what i need but i cant do what you said steel rat because i dont have a model with 5 rings like i need so is there any way i could do this? and yes i tried to make a model with gmax using a md3 exporter but it said my vert count was too high.
You could make 5 script_ movers and have them all move ‘simultaneously’ - since the origins will be differenet, you’ll need a path for each ring
Or, you could make a tag in the model. Then attach the 2nd ring to the 1st, then the 3rd to the 2nd, etc. Then they will all move along the path as the first one moves
If you want to make it a solid script_mover, you may run into problems with auto clipping. It will kill your FPS if a very detailed model is autoclipped, and script moved. What you’ll have to do is leave the model mover non-solid, and make an identical solid script_mover out of clip brushes.
RE the vert count thing:
In Gmax, break the model up into groups within the model. As long as each group is under 1000 (to be safe) it’ll work fine.
I’ve used MD3s of 6000 polygons before, but no single part was over 700.