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Getting wierd result from custom models...


-Chrono_MOT-

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Posted

Since this IS the modeling forum, I thought I'd post my problem here. I have a custom fence-model I'm trying to use for my map. It (the MD3) shows up in ModView, provided you load the skin-file (like normal) - but when it's in-game I get the white-box error (where it looks like it can't find the shader). I can't understand for the life of me what I am doing wrong, since all the paths are correct (and the other models/map objects work fine).

Posted

Probably something that looks like a "FENCE" which are genreally use to protect outside object. Usually can be found around peoples lawns.....or better example is that metal mesh around a prison......:) just kidding......Ok, To you question madjai, I really wish I could help you. I know nothing of mapping, and how that system works.

Posted

Because the brushes are way too complex for me to even try.

 

Have you mapped before? This is something I don't even think ShroomDuck could pull off :)

 

OK. So maybe you have a point. But my point is models are much easier....

 

 

Ah well you made me forget my point. I can see that you suggested an alternative that is going to be incredibly hard, yet I will try it since you would rather not help me figure out the model problem. FINE. :) If you saw what my fence looked like, you would see why I am electing to do a MD3.

Posted

Nevermind Madjai, it was tricky (and took a very long time to caulk the non-visible sides) but I pulled it off. Pretty ingenious idea - let's see if my map compiles and doesn't screw up.

Posted

Even if you can do it in the map itself, making a model of it will be a lot better for the performance of your map.

 

I don't have any knowledge of models in a map other than that :)

Posted

Yes, I know. Which is why I was trying to use models instead of brushes. With brushes, my map no longer compiles. I'm going back to using models. I'm only going to use brushes in places I can't place models (such as stairs for the railing).

Posted

Do this:

 

Make a brush 8 units thick and as long as the fence needs to be. Texture one side with the fence texture, texture the rest with nodraw.

 

By the way, it's not anything new or ingenious, it's been around for YEARS, that technique.

Posted

You're right Emon, it's not anything new and ingenious - except that I had already done that to begin with. The problem was I couldn't get the shader for the fence to react to light. So it's out of the question.

 

Which is why I am using MD3s.

Posted

You need to add a lightmap stage to the shader, making it an MD3 will have absolutly no different effect.

 

Also, I would suggest trying Q3Map2 so you can use alphashadows on the fence, that would look really cool.

Posted

q3_nolightmap correct?

 

Did that. Light didn't affect it at all. I even set the shader to "identity" but it had no effect.

 

Tell me more about this QMap2 business. If you can help me figure it out it'd be great.

 

I just can't get the shaders to do what I want.

Posted

You want to ADD a lightmap.

 

Take a look at this more closely...

 

q3_nolightmap

 

 

I'll just let that soak into your brain for a few hours.

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