Couple of Questions
Couple of Questions
hi ppl
have some questions
1.how do i insert props to radiant?
2.wht prog do i need?
thx fore the help!
have some questions
1.how do i insert props to radiant?
2.wht prog do i need?
thx fore the help!
- roughrider
- Posts: 355
- Joined: Mon Jul 22, 2002 7:00 am
Right click somewhere in one of the 2D views, pick misc->misc_model
A dialog will pop up for you to select the MD3 model you want to add to the level. Pick it from the \yourquakefolder\baseq3\models\ folder
Once you've added it, it might not show up as the right model in your 3d view. To correct this, select the entity you just placed, press N to bring up the entity inspector window.
Now on the MODEL key, you should find that the path to the model includes a full drive path to the model like c:\quake\baseq3\models\skulls\skull.md3
This is wrong. Alter it so it's just a relative path like:
models/skulls/skull.md3
Then the model should show up correctly in the editor, and in game.
A dialog will pop up for you to select the MD3 model you want to add to the level. Pick it from the \yourquakefolder\baseq3\models\ folder
Once you've added it, it might not show up as the right model in your 3d view. To correct this, select the entity you just placed, press N to bring up the entity inspector window.
Now on the MODEL key, you should find that the path to the model includes a full drive path to the model like c:\quake\baseq3\models\skulls\skull.md3
This is wrong. Alter it so it's just a relative path like:
models/skulls/skull.md3
Then the model should show up correctly in the editor, and in game.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
― Terry A. Davis
Foo wrote:Once you've added it, it might not show up as the right model in your 3d view. To correct this, select the entity you just placed, press N to bring up the entity inspector window.
Now on the MODEL key, you should find that the path to the model includes a full drive path to the model like c:\quake\baseq3\models\skulls\skull.md3
This is wrong. Alter it so it's just a relative path like:
models/skulls/skull.md3
Then the model should show up correctly in the editor, and in game.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
― Terry A. Davis
Thanks for all the help foo. The model is working now, the only proble was that it was to small to see, so only rescaled and voila.
But one question remains. How do I get textures to work in the editor, when it comes to models and the walls. Right now I can't load them into the editor, nothing happens?
Thanks in advance!
But one question remains. How do I get textures to work in the editor, when it comes to models and the walls. Right now I can't load them into the editor, nothing happens?
Thanks in advance!
Make sure the name of the material/shader in your modelling program is the name of the path to the texture for the model, e.g. if the texture to be used is in baseq3/models/mymodel/blah.tga, then the name of the material should be models/mymodel/blah
The important thing to understand is that it is the material name that needs to be correct.
If this doesn't make sense tell us what software you are using to make the ASE and hopefully someone can provide a step by step guide.
The important thing to understand is that it is the material name that needs to be correct.
If this doesn't make sense tell us what software you are using to make the ASE and hopefully someone can provide a step by step guide.
Right now I have a problem with the textures, when I load them in Radiant, I get it in the menu, but when I try to use it, its empty so my big question is what is wrong:/
here sit the shater text
textures\q3evil2\evil2_basefloor
{
{
map q3evil2/textures/evil2_basefloor/flr_b-w.tga
tcGen lightmap
}
}
Thanks in advance!
here sit the shater text
textures\q3evil2\evil2_basefloor
{
{
map q3evil2/textures/evil2_basefloor/flr_b-w.tga
tcGen lightmap
}
}
Thanks in advance!
Last edited by gvide on Tue Apr 25, 2006 4:22 pm, edited 1 time in total.
Step by step guide in the archive sticky (scroll halfway down to the screenies):
http://www.quake3world.com/ubb/Archives ... 26044.html?
I think Foo means \scripts\shaderlist.txt
http://www.quake3world.com/ubb/Archives ... 26044.html?
I think Foo means \scripts\shaderlist.txt

[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
???=)
//eerie
//gfx
//hell
gothic_block
gothic_button
gothic_door
gothic_floor
gothic_light
gothic_trim
gothic_wall
liquids
//menu
//models
organics
sfx
skin
skies
floor_09
and when load the floor_09 fil i get this in the console : Loaded 0 shaders and created default shader for 0 orphan textures.
:S
//eerie
//gfx
//hell
gothic_block
gothic_button
gothic_door
gothic_floor
gothic_light
gothic_trim
gothic_wall
liquids
//menu
//models
organics
sfx
skin
skies
floor_09
and when load the floor_09 fil i get this in the console : Loaded 0 shaders and created default shader for 0 orphan textures.
:S
If that's all you are doing with your shader, you don't even need one. Just make sure that you pointed the material paths in your ASE file to the correct texture name.
Also, when you say the texture doesn't appear in Radiant, does it still compile fine in game?
Shaderlist.txt contains the names of the actual shader files without the file extensions, not the actual name of the shaders contained within the text file. So "skies.shader" is listed as "skies". "myshaders.shader" would be listed as "myshaders".
Also, when you say the texture doesn't appear in Radiant, does it still compile fine in game?
Shaderlist.txt contains the names of the actual shader files without the file extensions, not the actual name of the shaders contained within the text file. So "skies.shader" is listed as "skies". "myshaders.shader" would be listed as "myshaders".
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]