I’m making a subway map with moving trains but I can’t find the models of the trains in railgun to use in my map. Are they .ase models then, and if so I’ve made my own ase but when I run my map an x,y,z axis moves instead of my ase. I also know my ase works fine when placed as a static object.
train models?
I believe that for something dynamic, like the train, you need a misc_gamemodel and those can only be md3 objects
well one thing @ Splashdamage.
it really sucks that you didnt include the trains into the .pk3 files or the editing tools!
damn :banghead: , if only GMAX had ase to md3, ah well i guess its time to learn to use q3data :disgust:
If it’s not included as a model they must have used brushwork.
Have you checked everywhere for that MD3? It won’t be ASE format that’s for sure, the format isn’t supported as a dynamic model.
It seems like a mistery to me:
As far as I know the train can only be a misc_gamemodel (md3) or made out of brushwork. In pak0.pk3 under models\mapobjects\cab_sd there are 4 textures they used for that train. So I would say they used a md3 for it…
However if you have a look at the railgun.bsp there’s no reference to any misc_gamemodel they might have used for the train(s).
mmm, after a quick look at the shader I would have said it was an ase, its not a md3 shader used for those textures.
Ase(misc_model) can be targeted to another entity, not tried it with script_movers, but it worked for a function_rotaing using an ase.
They used ( i think ) brushwork that was converted to an ASE, which was then reworked by frankie into a nicer looking tug, which was then put into the entity’s bsp based model by targetting the model at the entity ( Special Magical q3map2 feature #6846 ).
Or something like that :moo:
This just keeps getting more difficult :bored:. I like the idea of targeting the ase to the scriptmover but how the hell do u do that :???:
No the ASE was not targeted at the scriptmover.
EDIT: To make this a little clearer, in this example the ASE was converted into a MD3 and not used afterwards so it did not target the scriptmover. Technically you can target ASE’s at script_mover entities.
The original tug was designed out of brushwork and then saved as an ASE. It was then imported into 3Dmax and given some tender loving polygon care. Finally the model was exported out as a MD3 and loaded into SDRadiant. A set of clip brushes were created and setup as a “script_mover” entity. The MD3 model of the tug was setup as a “misc_model” entity and targeted at the “script_mover” entity. Because nothing changes or animates on the MD3 it did not need to be a game_model and could easily be part of the “script_mover” entity.
Sock
:moo:
EDIT: Made original statement clearer.
What makes this issue more confusing is that the “target” compiling feature was created very late on in the development of the game so alot of maps were using the original method. Game models/MD3’s.
In theory the construction crates or any other gamemodel’s which do not need animations could be treated the same way and compiled into another entity, so reducing the dependancy on additional MD3’s.
Sock
:moo:
Let me see if I’m understanding this correctly:
So, does using the “target” compile feature essentially stick drawsurfs from the model directly into the whatever_entity, almost as if they were derived from brushes, rather than being analogous to setting a model2 key which references an external model file?
I hope so, because that’s pretty neat and much better than the old way. I previously thought it was essentially just setting up model2 for you…
Yup, i originally hacked it into q3map2, as i needed it for one of the maps that was cut in the end. Ydnar then later put it in properly, and we went on to use it for a number of other things.
You just need a misc_model targeted at any brush based entity.
Is it a bad thing if I’m not getting any of this? 
Good thing I’m not worrying about scripting for my level yet, making goodlooking believeable architecture is hard enough for now 
Actually, I’d worry about the scripting up front. Understanding what you can and cannot do, and implementing it, will be much easier now rather than later.
You just need a misc_model targeted at any brush based entity.
Would it be possible to: Create a brush with nowdraw texture and turn it into a func_explosive. Insert a misc_model, for example a vase or a plate. Target the model to the func_explosive entity. (The brush is placed roughly at the model’s place.) And I would have a vase/plate in my map that would be destructable? (You could shot the plate and it would explode?)
Remember Castle (RtCW), the main entrance? There were some vases there, that you could shoot. I want to have that.
// Loffy
