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Difficulties with models

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 RalKon
01-15-2004, 7:11 PM
#1
I have a map that was created in JO.... I dont know what is possessing me to do this, but I am trying to convert this FFA MP map to JA... I have a small office with a desk from the cinematics in JO... JA of course has the desk but it is untextured and it appears the reason it is untextured is due to a lack of a shader file supporting it in JA... I have looked all over the place in the JO pk3's and I cant for the life in me find the shader that references to this desk.... Does anyone know where I might be able to find that code or write it myself???
 Leslie Judge
01-16-2004, 6:11 AM
#2
There is a models.shader in JO. Take a look in that one. If you can find nothing then tell us the name of the model.
 RalKon
01-16-2004, 4:07 PM
#3
Thank You LJ... :) For some reason, it started seeing the shaders for the models I was having troubles with... Now only the images are missing, which is a simple issue of extracting the proper jpg/tga to the folders... *sigh* which means I will likely have to put them in my PK3 as well so eveyrone else can see it... oh well..



There is still one Model I am having trouble with... "map_objects/nar_shaddar/plant" It's supposed to be a small plant in a vase... the vase shows up fine, but the leaves to the plant are not there... I have looked at the models.shader and the only image it references to is a plant image... I have extracted that image to the proper folder, but the leaves still do not show in the map... There is a shadow on the wall from an invisible set of leaves... any ideas??:confused:
 Leslie Judge
01-16-2004, 4:36 PM
#4
Hehe, I had the same problem for JO. I was suspecting it's a q3map2 thingy, since only that changed. Don't really know though.

But... this is and MD3 model, try to use it as misc_model_static. That one doesn't turn into map triangles so q3map2 will not touch it, plus it will be drawn faster.

Who knows... :D
 RalKon
01-16-2004, 4:41 PM
#5
I have been using just straight misc_model

is there a performance increase for using a misc_model_static?? if so is there any draw backs??
 Leslie Judge
01-16-2004, 5:03 PM
#6
Misc_models are turned into map triangles just like brushes do by the compiler.

Misc_model_static will not be. It doesn't have to go through all the processing that a map triangle has. We can say it goes directly to the renderer so it is proceddes and drawn much faster. Drawbacks? As far as I know it can be only MD3 model, you can't autoclip it and it is not shown in GtkRadiant only the box. Someone correct me if I'm wrong!
 RalKon
01-16-2004, 5:12 PM
#7
So would it be advisable to change all my models to static??

and by autoclip, I take it you mean that you can't make it solid by doing spawnflags 2 so I would have to create physic clip brushes around the models?

Also is it possible to make a model rotate??? I have heard a rumor that this could be done but my source is for that info is shaky at best...


Thanks for all your help LJ... I really appreciate it
 Leslie Judge
01-16-2004, 5:29 PM
#8
Originally posted by RalKon
So would it be advisable to change all my models to static??It depends on what are they for. If you use only MD3s then maybe. :) Take a look at the sample maps to see how Raven did. I haven't done that yet.

Originally posted by RalKon
and by autoclip, I take it you mean that you can't make it solid by doing spawnflags 2 so I would have to create physic clip brushes around the models?Yes.

Originally posted by RalKon
Also is it possible to make a model rotate??? I have heard a rumor that this could be done but my source is for that info is shaky at best...It is possible. You can use a func_rotate and set the model with it's model2 key OR use a func_rotate and a misc_model and target the misc_model to the func_rotate OR use scripting.

These are my ideas. :)
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