n00b question - misc_models don't show up in game?

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skullmunky
Posts: 3
Joined: Tue Aug 22, 2006 4:42 pm

n00b question - misc_models don't show up in game?

Post by skullmunky »

i'm sure the answer to this is really obvious, but after days of scouring the web i'm gonna break down and ask:

when i import md3 models int GtkRadiant as misc_model entities, they work fine; but they don't show up in-game. other basic things (brushes, textures, etc) work ok; and the entities seem ok when looking at the source of the .map file too. this is true both for models i make myself and add to the pk3, for models that i download and put into baseq3/ , and models that are part of the standard game. is there a setting i need to do in radiant? or some extra bit of file/path tweaking?

i'm using gtkradiant 1.4 on linux.

thanks,

--skullmunky
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Post by Plan B »

You do compile the map after having added the models in Radiant, yes? (obvious, maybe, but just asking)

You don't have to include the models in your pk3, btw.
They're incorporated with the other geometry after you compile.

You do however have to include the textures your models use in your pk3 .
skullmunky
Posts: 3
Joined: Tue Aug 22, 2006 4:42 pm

Post by skullmunky »

;) yup, i do one of the 'final' BSP compiles in the bsp menu.
with the textures - if i use a model like the "STORCH" from the tutorials, or one that is part of the standard pak0 - it should have the texture in there already, right? or do i also need to include it in my pk3? and if quake isn't finding the texture, would it give an error or just not show the object? i've only worked on bots and player models before, this is my first mapl; i remember there was something like this that happened if the model didn't have the skin or the texture in the pak, but it usually gave an error.
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Post by Plan B »

Hmmm, strange.

Are you sure there isn't some other compile error and you are still looking at an old map in-game?

And indeed, when you use native models the textures are already included.
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

What output does `strings yourmap.bsp | grep misc_model` produce?
skullmunky
Posts: 3
Joined: Tue Aug 22, 2006 4:42 pm

Post by skullmunky »

Victory! thanks plan b & misantropia. it was compiling to the wrong file. when i made arenas.txt, i put the arena name as "test1.map" when it should have been just "test1". because of that, quake looked for test1.map.bsp. first time that happened, i renamed test1.bsp to test1.map.bsp just to see if it would work, and then promptly forgot about it. all the rest of the compiles wrote new versions of test1.bsp but the pk3 kept using the -first- one i had made. now everything's good.

although, interestingly, strings test1.bsp | grep misc_model returns nothing, even in the working one. 'strings test1.bsp | less' does let me see that the textures are referenced correctly though, which is really nice.
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Post by Plan B »

Cool.
Easy thing to overlook.

Don't know about the strings command, though.
Never use it.
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

skullmunky wrote:interestingly, strings test1.bsp | grep misc_model returns nothing, even in the working one.
My bad. Releases of q3map from times past didn't strip the misc_model entities from the final BSP (they were used by older PRs, I think). Nowadays both q3map and q3map2 remove them.
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