At first I tried using the u-boat model but there are some missing shaders. They are:
surface material27 shader static_reddevil
surface material28 shader static_flotilla7
surface material29 shader static_subradar
surface material30 shader static_flakshield
surface material31 shader static_subhatch
So I used the lower hull and attached upper hull number3 and it worked good I put a enity on deck Gunther Perin the U-Boat ace downloaded him from planet medal of honor. its a very nice skin! I even made a function_ladder up the side of the conning tower where the ladder rungs that are a part of the tower model, and it worked!!!!!!! (very cool)
I was just wondering why the u-boat model has missing shaders? I found the missing shaders and and put them in the u-boat.tik but it crashed radiant. It said something about to many shaders for the model. But when you load the u-boat (thats missing the shaders) in radiant in the console it says missing shader 27,28,29,30,31 loading shader failed! Is there a way to make this work?
Right now I'm trying to see if I can use the games detailed u-boat interior. I used that tool and changed the M2l2b.bsp into a .map Then I put a big brush around the whole sub interior model and clicked "select inside" and it highlighted every brush used in the sub interior and then I turned it into a prefab. I created a new map made a giant sky box and brought in the prefab u-boat interior but you can't move it around you have to leave it where it is or it will crash radiant (my computer's not badass enough to do that) I compileing right now. I think it might work.
I've been playing with the U-Boat and...........
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Vic Marrow
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- Posts: 95
- Joined: Wed Aug 20, 2003 2:31 pm
If you want to move things in radiant but have problems with haveing a lot of brushes in your map or a big map then put a brush around it like you did for selecting inside then goto region on the top menu and select set brush . All the other brushes in the map will dissappear untill you select region off . Then it will be easier to move the objects .
If you decompiled the map with a bsp decompiler you will have 6 brushes for every surface in the map I hope you fixed that before you recompiled it .
If you decompiled the map with a bsp decompiler you will have 6 brushes for every surface in the map I hope you fixed that before you recompiled it .
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Vic Marrow
- Colour Sergeant
- Posts: 95
- Joined: Wed Aug 20, 2003 2:31 pm
No I didn't fix that I didn't know. Woulden't that be a hard fix? I think theres like 7000 or more brushes for this model. Or do you have some other trick up your seleve bdbodger. Nice tip about moving the prefab never thought of that. I finished compileing and it works I can walk around in the sub but I think the frame rate is bad the player moves slowly and dosen't react the second you move the controles. Also the detail in the sub is very poor nothing like in the game. About that u-boat model with the missing shaders, do they do that on purpose so you can't use if so why quake it? Also in weapons I noticed a FG42 assult rifle it dosen't have any shader either. Why? this would be a cool gun for german falschirmjager (para) troops. Never looked into this wapon just saw it in radiant, don't know if can be used in game.
When maps are compiled the compiler removes some of the sides of the brushes that are chaulk or can't be seen I think . The decompiler makes 6 brushes one for every side of one brush in the bsp I am told . Also the textures are right but they are not scaled or positioned right thats why people don't use decompiled map unless they have lots and lots of time and patience . Shaders go in the scripts directory not in the tik maybe you ment that you changed the shaders assigned to the surfaces ? I think maybe some of the textures on the sub model may be decals not brushes or surface shaders .
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Vic Marrow
- Colour Sergeant
- Posts: 95
- Joined: Wed Aug 20, 2003 2:31 pm
I made the u-boat model with the missing shaders work!!!!!!!! Your right bdbodger there is a submodels.shader file in the Pak0.pk3 file in the scripts folder. It has all the shaders for all the u-boat models. Each quaked u-boat model such as " static/vehicles/uboat, uboat destroyed back, uboat destroyed front, uboat lowerhull, uboat upperhull-529, uboat upperhull-Uboat2, and upperhull-Uboat3. Each model has its own .tik file that tells what shaders to use for each model. This is what the "static/vehicles/uboat" model's looked like (minus the yellow lines):
TIKI
setup
{
scale 0.52 // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
path models/uboot
skelmodel uboot.skd
surface material26 shader static_hulltop1d
surface material19 shader static_hulltop1e
surface material4 shader static_hulltop1c <Remove
surface material2 shader static_hulltop1a
surface material13 shader static_deckflak
surface material14 shader static_metaldeck_plating
surface material5 shader static_periscopes
surface material25 shader static_miscpieces
surface material8 shader static_deckflak
surface material10 shader static_deckcannon
surface material9 shader static_deckguntwins
surface material22 shader static_hulltop1j
surface material7 shader static_hulltop1h
surface material23 shader static_contowerlamp
surface material21 shader static_hulltop1i
surface material24 shader static_contowerwood
surface material6 shader static_subrailing
surface material11 shader static_blackhull1
surface material1 shader static_wooddeck
surface material3 shader static_hulltop1c
surace material27 shader static_reddevil <Add
surface material28 shader static_flotilla7
surface material29 shader static_subradar
surface material30 shader static_flakshield
surface material31 shader static_subhatch
}
animations
{
idle uboot.skc
}
/*QUAKED static_vehicles_uboat (0.5 .25 0.25) (-2150 -212 0) (2150 212 750)
*/
To get it to work I had to add all the lines in yellow. The reddevil and flotilla7 are your choice you could change these to different ones if you want. There are different unit insignia. But the one that gave me trouble was the line "surface material31 shader static_subhatch" When I would add this line, and try to use the uboat model in radiant it would crash, with an error message in the console that said too many skins defined to material 31. So after alot of messing around I found that if I removed the line in red it would work. I think thats a shader used for under the conning tower which you don't need when you use the whole uboat model (hull and conning tower together). Now I got that working I made a brush for water and gave it the "deep blue sea run up" texture which is very cool because it moves like the ocean up and down it washes across the deck covering it and uncovering it just like a uboat at sea. Now I got to figure out how to get the uboat rocking a little bit (if possible). I have to go through all the threads because I think I saw one about how to make a Higgins boat rock. Man when things go right this radiant sure is fun!!
Oh yeah I found the FG42.tik file it has the information for the gun, but at the bottom of the .tik file it says "This weapon will probely be scrapped" . It has a script for a shader but there is no shader in textures. Too bad
TIKI
setup
{
scale 0.52 // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
path models/uboot
skelmodel uboot.skd
surface material26 shader static_hulltop1d
surface material19 shader static_hulltop1e
surface material4 shader static_hulltop1c <Remove
surface material2 shader static_hulltop1a
surface material13 shader static_deckflak
surface material14 shader static_metaldeck_plating
surface material5 shader static_periscopes
surface material25 shader static_miscpieces
surface material8 shader static_deckflak
surface material10 shader static_deckcannon
surface material9 shader static_deckguntwins
surface material22 shader static_hulltop1j
surface material7 shader static_hulltop1h
surface material23 shader static_contowerlamp
surface material21 shader static_hulltop1i
surface material24 shader static_contowerwood
surface material6 shader static_subrailing
surface material11 shader static_blackhull1
surface material1 shader static_wooddeck
surface material3 shader static_hulltop1c
surace material27 shader static_reddevil <Add
surface material28 shader static_flotilla7
surface material29 shader static_subradar
surface material30 shader static_flakshield
surface material31 shader static_subhatch
}
animations
{
idle uboot.skc
}
/*QUAKED static_vehicles_uboat (0.5 .25 0.25) (-2150 -212 0) (2150 212 750)
*/
To get it to work I had to add all the lines in yellow. The reddevil and flotilla7 are your choice you could change these to different ones if you want. There are different unit insignia. But the one that gave me trouble was the line "surface material31 shader static_subhatch" When I would add this line, and try to use the uboat model in radiant it would crash, with an error message in the console that said too many skins defined to material 31. So after alot of messing around I found that if I removed the line in red it would work. I think thats a shader used for under the conning tower which you don't need when you use the whole uboat model (hull and conning tower together). Now I got that working I made a brush for water and gave it the "deep blue sea run up" texture which is very cool because it moves like the ocean up and down it washes across the deck covering it and uncovering it just like a uboat at sea. Now I got to figure out how to get the uboat rocking a little bit (if possible). I have to go through all the threads because I think I saw one about how to make a Higgins boat rock. Man when things go right this radiant sure is fun!!
Oh yeah I found the FG42.tik file it has the information for the gun, but at the bottom of the .tik file it says "This weapon will probely be scrapped" . It has a script for a shader but there is no shader in textures. Too bad