[QUOTE=Blowfish;190838]Where do I find them ?
[/QUOTE]
tree_temperate_sd
Also, you can change the truck model (the textures isn’t the problem… there are different models with different texture and you picked the snow one by accident)
if it says _s, change that to _mm in the entity window. Unless it says blitzbody2, in which case only _s is availabe.
the temperate option is blitzbody3_mm.
also, im talking about the black terrain in http://screenshot.xfire.com/screenshot/natural/f69dd422fd73586d211fe5f2e50529beb8a07bd4.png
Current truck is models/mapobjects/blitz_sd/blitzbody2.md3 which has no snow on it. The _s does…
Nr. 3 is different truck.
Is there a fir in tree_temperate_sd ? I dont have it
Even check the et modelpack.
Ok, I opened tree_o.md (copy of tree_e.md3) in Milkshape, created a qc file :
// Quake III Arena MD3 control file, generated by MilkShape 3D
//
$model “\models\mapobjects rees_sd ree_o.md3”
// reference frame
//$frames -1 -1
// frame 1-30
$frames 1 30
$flags 0
$numskins 0
// you can have one or no parent tag
// tags
// meshes (surfaces)
$mesh “exp_trunkE”
$skin “\models\mapobjects ree_temperate_sd runk.tga”
$flags 0
$mesh “exp_branchE”
$skin “\models\mapobjects ree_temperate_sd\branch.tga”
$flags 0
Assigned the textures to the groups in MS. Exported the tree_o.md3
Added the shader to my ostrabrama shader :
models/mapobjects/trees_temperate/branch
{
qer_alphafunc gequal 0.5
cull twosided
surfaceparm alphashadow
surfaceparm nomarks
surfaceparm trans
nopicmip
implicitMask -
}
models/mapobjects/trees_temperate/trunk
{
qer_alphafunc gequal 0.5
surfaceparm alphashadow
surfaceparm nomarks
surfaceparm trans
nopicmip
implicitMask -
}
The truck is ok, but the leaves are not alpha … so I still see the black. Alpha channel is ok … I checked.
Make sure that the pathes are correct.
Seems to me that the pathes are different:
Milkshape:
$skin “\models\mapobjects ree_temperate_sd\branch.t ga”
Shader:
models/mapobjects/trees_temperate/branch
In MS it looks good. Nice tree with perfect alpha… just after an export…
Pathes are ok.
Well Bezerkr and me tried…
Anyone wants to give it a go. Anyone experiance with Milkshape / md3
http://www.p0wnd.nl:666/temp/tree_o.zip
ms3d, textures and md3 incl.
Well , probably to hard for the rest to…
For all who didnt know, it was a joke
… I know how high the skills are on this forum. You fixed my tree_o and helped me debug map Indy … so its GOoooodd… .
Thanks.
ps. Working on better jokes… 
It has probably been asked many times, but cant find the right post for my question. I want the texture :
textures/desert_sd/road_dirty_gravel.tga
to fade into :
textures/egypt_floor_sd/sandygrass_b.tga
or fade out …
Tried many things with the shader… but have no clue with shaders.
Maybe this technique can help you:
http://www.splashdamage.com/forums/showthread.php?t=17917
with dotproduct 2 , but I’m not sure
Have a made a pack for you were the road_dirty_gravel fades into the sandygrass_b.
It should cover all sides.
Yeh, saw the post about dotproduct2. Didnt noticed it was a tool to help with shaders. And Magic, great job. Sometimes I try to do things the hard way, instead of the “easier” way.
You guys rock ! 
Thought I was finaly done :(. Then saw the sfx/wilsflame1 shader didnt work. Its a basic shader for the flames. When i am testing my map, the flames work fine on my local system. But when I upload map, its not animated anymore… any ideas ?
Basic shader which works fine on my local pc :
textures/sfx/wilsflame1
{
qer_editorimage textures/sfx/flame1.tga
q3map_surfacelight 1482
cull none
nofog
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm pointlight
surfaceparm trans
{
animMap 10 textures/sfx/flame1.tga textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga
blendFunc GL_ONE GL_ONE
rgbGen wave inverseSawtooth 0 1 0 10
}
{
animMap 10 textures/sfx/flame2.tga textures/sfx/flame3.tga textures/sfx/flame4.tga textures/sfx/flame5.tga textures/sfx/flame6.tga textures/sfx/flame7.tga textures/sfx/flame8.tga textures/sfx/flame1.tga
blendFunc GL_ONE GL_ONE
rgbGen wave sawtooth 0 1 0 10
}
{
map textures/sfx/flameball.tga
blendFunc GL_ONE GL_ONE
rgbGen wave sin .6 .2 0 .6
}
}
might be that:
another pk3 does interfere with your pk3.
If your pk3 contains, the shader which defines that wilsflame1, you can try to rename your pk3 so that it starts with z.
Else, if it is not in your pk3, then I think its best to copy that shaderscript to your pk3, give it a new name, and use that.
Its the basic shader from pak0.pk3. I can try to copy paste it to my own shader…
This is a well known glitch. The animated flame sometimes works, sometimes does not work when its uploaded the a server. Nothing you can really do about it.
Looks like you re right. Sometimes its ok, sometimes its not. Well good enough for me :D. Final compile and I am done… wee… 