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Lil Killa

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i have seen trees on many maps before but don't know how to put them on can someone please help???????

 

 

thanks in advance

 

 

P.S. I am just starting out. Also rich if u read this, your toutorials have really helped me alot but i can't figure out sounds for doors ect. or how to make .pk3's.

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How did that help him with trees?

 

All you need to do is select Misc_model

 

Next, open up the N key menu...and type in

 

Key: model

Value: MODELS/MAP_OBJECTS/YAVIN/tree05.md3

 

 

then, hit ENTER and it should appear in the editor.

 

*Make sure you ALWAYS add .md3 to the end of the model otherwise it won't find the file....

 

here are a list of the models for trees....

 

TREE02

TREE02_B

TREE05

TREE05_B

TREE06_B

TREE08_B

TREE09

TREE09_B

 

and, just incase you do not have em, cut and paste all this to a text file and save it. These are all the models...

 

 

MODELS/CHUNKS/CRATE/

CRATE1_1

CRATE1_2

CRATE1_3

CRATE1_4

CRATE2_1

CRATE2_2

CRATE2_3

CRATE2_4

MODELS/CHUNKS/GENERIC/

CHUNKS_1

CHUNKS_2

MODELS/CHUNKS/METAL/

METAL1_1

METAL1_2

METAL1_3

METAL1_4

METAL2_1

METAL2_2

METAL2_3

METAL2_4

WMETAL1_1

WMETAL1_2

WMETAL1_3

WMETAL1_4

MODELS/CHUNKS/ROCK/

ROCK1_1

ROCK1_2

ROCK1_3

ROCK1_4

ROCK2_1

ROCK2_2

ROCK2_3

ROCK2_4

ROCK3_1

ROCK3_2

ROCK3_3

ROCK3_4

MODELS/MAP_OBJECTS/BESPIN/

BENCH

CHAIR

SCONCE

SCOW

STATUE

STREETLIGHT

TWINPODCC

MODELS/MAP_OBJECTS/CAIRN/

ABSORBER

ABSORBER_D1

BARRELS

CARGO_BIG

CARGO_SM

CONTAINER

CONTROL_PANEL

EMITTER

FLOORLIGHT

LIGHT

RECEPTOR

UTILITYLIGHT

WELDER

MODELS/MAP_OBJECTS/CINEMATICS/

CHAIR

COMLINK

CRYSTAL

CRYSTAL2

CRYSTAL3

IMPSHUTTLE

POD

POD_HATCH

RAVEN_****PIT

RAVENSCLAW

SHUTTLE

STATUE

TABLE

MODELS/MAP_OBJECTS/DOOM/

ANTENNA

MODELS/MAP_OBJECTS/IMP_DETENTION/

ATST

DOOR_LOCK

TIE_FIGHTER

TIE_FIGHTER_1

TRANSPORT

MODELS/MAP_OBJECTS/IMP_MINE/

CON1

CON2

CONTROL_PANEL

CRATE

CRATE_OPEN

CRYSTAL_RAW

FLIGHTSUIT

GENERATOR

GENERATOR_U1

ION_CANNON

ION_CANNON_DAMAGE

LADYLUCK_GUN

LAMP

MBAY

MINE_DRILL

SHUTTLE

SPOTLIGHT

TANK

TURRET_DAMAGE

X_WING

X_WING_1

MODELS/MAP_OBJECTS/KEJIM/

BOMBARD_BASE

BOMBARD_UPPER

CARGO_SMALL

CRATE_01

CRATE_02

CRATE_04

CRATE_XPLODE

CRYSTAL_MACHINE

CRYSTAL_MACHINE_D1

CUTTER

CUTTER_U1

DISH

EXAMINER

GENERATOR

GENERATOR_BIG

GENERATOR_BIG_D1

IMPCAM

IMPCAM_BASE

INC_MOD

JUNCTION

RAVENSCLAW

SEC_PANEL

TRAM

TUBE

WEAPONS_RACK

WEAPONS_RUNG

MODELS/MAP_OBJECTS/NAR_SHADDAR/

BEERGLASS

BOOK

COFFEE_POT

CRATE_XPLODE

CUP

DUALPOD

FISHTANK

JABACAM

PLANT

PODBOD

SKIFF

WINE

MODELS/MAP_OBJECTS/SHIPS/

TIE_FIGHTER

X-WING

MODELS/MAP_OBJECTS/YAVIN/

FERN3_B

GLOWLIGHT

GRASS_B

GRASS_TALL

HEAD

PLANT

TREE_SIDEHILL_B

TREE02

TREE02_B

TREE05

TREE05_B

TREE06_B

TREE08_B

TREE09

TREE09_B

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yeah, it needs to be .arena

 

go into windows options (Tools>Folder Options>View Tab) and turn off "hide file extensions for known file types"

then you can make text-based files without winblows adding the .txt extension all the ****ing time

 

for one thing, you dont need to be releasing this map, if you do not understand how to use clip brushes. im sick of every new mapper releasing their first POS map

 

no offense or anything, its just first few maps should be ****-around maps, to learn how to map, pass it around to friends etc

 

anyway, a clip brush is just a brush that is not seen, but that player cannot move into the space the clip brush occupies; just put clip brush(es) overlapping your tree models, and boom no more walkin thru them

 

he pretty much explained it simple, just make a brush normally, just make sure its textured with the system/clip texture

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I think what idontlikegeorge was trying to say was that he's sick of seeing boxy maps that are devoid of any type of architecture, thoughtful texturing, eye candy, etc. Like seeing an entire wall covered with only one texture (and its like the grate texture or something equally horrible). If your map is boxy, just take a look at some of the great pieces of architecture from the real world. They have curves, very rarely do they have any kind of straight flat wall, and most importantly are not boxy. Anything you can add to spice up your level so it doesn't look like it belongs in the original JK game is highly recommended. I know some of this might sound harsh, but just take a good look at your level for what it ACTUALLY IS and if you can say, "Yeah, that's not boxy at all and it looks great," then release it. If not, go back and move some things around until you can.

 

-Anakin

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