Sandbag Model


(Dark Killer) #1

Hi,

I have a problem with the sandbags, the ones that can be used in a temperate setting (non-snow and non-desert), there is only one that is curved yet there is a model for a snow sandbag that is straight, and I can’t find the model for a temperate sandbag that is non-curved, is there a way to switch up the textures, or was the model never released?


(Doc) #2

I’m not sure what model exactly you are talking about, but if a map has a model somewhere (and it actually is a gamemodel, not brushwork) then the md3 file is bound to be around somewhere, it might just be in the pk3s. You could try snooping around in them.


(Fluffy_gIMp) #3

The best thing to do is take the snowy version and change the texture path with Npherno, found here:

http://dl.fileplanet.com/dl/dl.asp?Q3empire/Q3Modeling/Q3Modeling/NMD3C.zip

Here’s a cut & paste blurb from a website on how it works:

Open nPhernos md3 compiler click on “import objects” pick your md3 (256.md3 in this case) click rebuild normals and OK. Then adjust the texture path to be “models/weapons2/256/256.jpg” (or where ever your texture is stored inside the baseq3).
Now we are facing a bug in npherno It will some times discard ur entered texture path. To prevent this after you have entered the texture path, before pressing any other buttons press “select all” and"select none" a few times each, that makes it work, now click export objects and overwrite the old md3.

I hope this helps

-Fluffy_gIMp


(Wils) #4

If you have a model you want to use as a misc_model (i.e. it’ll get compiled into the bsp as world geometry, as opposed to being loaded at run time like a misc_gamemodel), and you want to replace the shader it uses, you can add the following key to the misc_model:

“_remap” “oldshader;newshader”

We did this a couple of times for various reasons (the snow-covered sand bags on Railgun for example), which is why you won’t find certain model/skin combinations in the editing pack.

You can also do a wildcard remap using “" (ie “_remap” ";newshader”) to replace all the shaders in a model.

On a side note, you can get away with using remaps even for dynamic models if you attach them to a brush entity as a misc_model, by placing the misc_model as you would normally and then targetting it at the brush entity. It then gets compiled into the bsp as part of that entity’s geometry, complete with your remapped shader.

That way you can reduce your pk3 size a little by avoiding having to re-path the models in npherno and distribute them with your map under a different name.


(Dark Killer) #5

hmm I understand how that will work, but the problem is there are no textures for the non-snow one! I just can’t seem to find them!


(Dark Killer) #6

BUMP

still no response? :banghead:


(sock) #7

straight version : models/mapobjects/miltary_trim/sandbag1.md3
curved version: models/mapobjects/miltary_trim/sandbag1_45.md3

Both these models are default RTCW colour, temperate.

Sock
:moo:


(Dark Killer) #8

sock thats the problem this:

models/mapobjects/miltary_trim/sandbag1.md3

isnt there! and i extracted the pak0.pk3


(sock) #9

Unfortunately the 2 maps (railgun/radar) which used this model (sandbag1) used it as a misc_model. This model was compiled into the map and did not need to be distributed with the game. I will ask if this model can distribute this seperately.

Sock
:moo: