stride Posted April 18, 2004 Share Posted April 18, 2004 Why are my misc_models black how do i fix this problem. They seem to need some sort of lighting. Link to comment Share on other sites More sharing options...
mslaf Posted April 19, 2004 Share Posted April 19, 2004 They need the lights like flowers and the rest of your map. It depens on you gridsize setting, but you sometimes must have the lights very close to models to have them illuminated. It could be the problem (sometimes) so you can use the "_minvertexlight" key to force them to be self illuminated. Link to comment Share on other sites More sharing options...
lassev Posted April 19, 2004 Share Posted April 19, 2004 In JO I, and many others, encountered a problem with models quite similar to yours. Certain models would not get proper lightmapped texturing, if they were used as misc_models, although some shader effects still might have worked. However, those models worked perfectly as misc_model_breakables. No doubt it was related to the fact that misc_models are turned into map triangles during the compile, whereas other model types remain entities and are handled differently by the engine. Link to comment Share on other sites More sharing options...
stride Posted April 19, 2004 Author Share Posted April 19, 2004 i guess i should use a misc_model_static then and bruches with the physics_clip unless i can figure out how to light the misc_models. What is the gridsize thing for? Link to comment Share on other sites More sharing options...
zag Posted April 19, 2004 Share Posted April 19, 2004 try a light junior i heard it lights models from somewhere but ive never had that problem so ive never used it Link to comment Share on other sites More sharing options...
monsoontide Posted April 22, 2004 Share Posted April 22, 2004 I believe it's something to do with where the models ORIGIN point is located. If it's inside the floor or something, the model won't light properly. (NOTE: I read this and haven't tested it) I solved the problem by using misc model statics (Since you'd have to clip misc_models anyway) for MP since misc_model_breakables are only available in SP. However, I found that when I pk3'd the map, I had to include the models in the pk3 (not the tuxtures or shaders) in order for it to even load the map. Link to comment Share on other sites More sharing options...
lassev Posted April 22, 2004 Share Posted April 22, 2004 Originally posted by monsoontide However, I found that when I pk3'd the map, I had to include the models in the pk3 (not the tuxtures or shaders) in order for it to even load the map. Yeah. That's another issue. It's related to the thing I said earlier, that misc_models are turned into map triangles (like brushes). Thus, after compile, there's no need for the model file anymore, just for the textures. That is why many of the models used in the original JA level are not shipped in the assets. You get those model files only by installing the GtkRadiant. Since you can't count on people to having the editing tools, it's wise to include any model not in the assets, if you are using other ways than misc_models, even if you are using the original Raven models. (I learnt this the hard way...) Link to comment Share on other sites More sharing options...
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