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epikon

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there are some really great bespin models from Outcast that i wish to use in my cutscenes. However when i place them the shaders are not found, can anyone help me by telling me how to include the JO textures that are used for the JO objects that are not used in JA in my map, thanks.

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The textures of the models are in the same folder as the model files themselves. However, in the shaders folder there's also a shader file for all the models. You need at least the appropriate shader entry (in addition to the textures). The easiest solution would also be to retain the original folder paths, when you move the shader entry and texture files.

 

Well, I haven't exactly tried this myself, but the theory is sound, at least.

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Ah! I won't say anything about that. Let's say my advice was valid only as long as you don't distribute the level, but just play with it on your own computer. When you consider submitting it to PCGM or some other place, then it's indeed useful to think legal things, and be careful with them.

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Originally posted by The5ID

whats that makes just no sense. Most of the chairs and tables etc and with JO, is there anyway i can texture then myself?

 

Sure. You can either edit the existing textures or make 100% compatible textures yourself, if you are not happy with the originals (and of course you can also edit the shader entries). Just use the same names and paths.

 

Well, it's great news, if Raven gave the permission. Might be useful later. Raven has, of course, given this kind of permissions earlier, so it's nothing new it that sense.

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Ok, load up the assets0.pk3 file, find the bespin map_objects (models\map_objects\bespin) ok, since someone mentioned the bespin chair, ill use that as an example:

 

find models\map_objects\bespin\chair.md3 (this is like the shape of the object)

 

Then find models\map_objects\bespin\chair.jpg (this is one of the textures

 

Also find models\map_objects\bespin\chair_side.jpg (this should be the last texture.

 

Extract all 3 of those files, and include them in with your .pk3 file for your map. It should work then.

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You are talking about cutscenes, so you are obviously making an SP level. You don't need to worry about the nav file. The game makes it for you. What you need to worry about are the waypoint networks the navigation is based on. They are a different story, however.

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Don't worry. There are dozens of explanations why your cinematics might not work. If you are totally unsure what might be wrong, you have a couple of things to try: First, turn off the camera commands to watch the situation more closely. That sometimes gives you a hint of what might be wrong. Or you can include in your script(s) extra commands, like prints, after the original commands so that you can follow the flow of the cinematic more closely and can pinpoint the exact error or problem precisely.

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