very simple model request


(Flippy) #1

hey all…

im trying to make a “blueprint document” model for a team_CTF_redflag in my map…
but i cant get it to work… parts of the textures are fucked etc…

could someone model me a very simple document?
i need a simple squared document (a square plane (or very thin mesh) will do, but it would be cool if it had like it’s corners folded over a bit, like it’s old and weared out :stuck_out_tongue: )

i need it to be a blueprint ofcourse, so i want the sides and backside all blue:

and im making the blueprint myself, so you can use this “test texture” for the front: (its the same size to my blueprint texture)

(in theory i would simply switch this test texture image with my own image when it’s done and it will work?)

if you would do this i would be very pleased :slight_smile:

thnx in advance…


(kamikazee) #2

What do you want: a texture with a blueprint on it, a model of a paper which you can assign the blueprint texture to or both?

EDIT: As for a texture: Schaffer made a very good concept for a blueprint-like command map. Just look for his profile and send him an e-mail or PM.

The image itself.


(Flippy) #3

i want a model to assign the texture to.

as i said a simple square mesh/plane/brush whatever its called will do, but it would be cool if it had a bit more detail, like folder over corners or something…

the textures i supplied can be used as textures in the model (so they work ingame, paths right etc…) and i will simply switch this texture with my own (under the same name, whatever that might be)


(nUllSkillZ) #4

I think I have seen a blueprint document before.
Not sure on which map.
I guess one of ifurita’s maps.
Not sure although.

There is already a document model (In ET Beach map for example and caen too as I remember correct).
So you could also take a look there.
I think it’s an RTCW asset but it’s used so many times.


(Flippy) #5

hmm… but how do i get my own blueprint texture on the standard docs models…?

remapshader?

but im guessing the whole docs have a single texture so using remapshader wont really help alot… it will simply paste over my texture, unaligned etc…

also, how can i see which model uses which textures?


(CooperHawkes) #6

here come two short and confusing receipes:

  • model it in radiant
  • put it into a hollow caulk box (like a sky box, but everywhere caulk)
  • throw in an info_player_thingy (cannot remember the exact name)
  • compile to bsp (no vis, no light)
  • convert to ase
  • load ase in NPherno’s MD3 Compiler and save as md3 (maybe you need to adjust the texture paths in NPherno’s MD3 Compiler)
  • done :slight_smile:

the more sophisticated version is as follows (less material chunks)

  • model it in radiant
  • put it into a hollow caulk box (like a sky box, but everywhere caulk)
  • throw in an info_player_thingy (cannot remember the exact name)
  • compile to bsp (no vis, no light)
  • convert to ase
  • create a new map and put in the ase model
  • put it into a hollow caulk box
  • throw in an info_player_thingy
  • compile to bsp
  • convert to ase
  • load ase in NPherno’s MD3 Compiler and save as md3 (maybe you need to adjust the texture paths in NPherno’s MD3 Compiler)
  • done :slight_smile:

sounds complicated, but once you get used to the process it is pretty easy… basically you just create and compile the ase twice.


(kamikazee) #7

Open it with notepad, but make sure you don’t save. The model mostly consists of binary data, but the shader names are readable.


(Flippy) #8

thanks both

cooperhawks’s idea might be best for now because the model is very simple… ill search for converting to ase… and tell you here when its not working :stuck_out_tongue:


(WeeBull) #9

Check this out mate.

If it doesn’t look to good or anything, I can probably model one for you, this is not too hard.