imort models in to a .map

Post your skinning / modelling questions or answers here

Moderator: Moderators

Post Reply
the r@t
Lance Corporal
Posts: 20
Joined: Sun Apr 17, 2005 12:01 pm

imort models in to a .map

Post by the r@t »

Hi

I've been working on a map and a freind of me made some new moddels with LR 3d. We want to load those models into my map but we just cant figure out how :(

Can you guys give me a link to a tut, or just give me the fast instructions

THX
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

I guess you exported the base skeleten and then the animations and put them in a folder in the models directory ? Then made a shader for the skin like this ?
// bunkerchair
bunkerchair
{
qer_editorimage textures/models/items/bunkerchair.tga

{
map textures/models/items/bunkerchair.tga
rgbGen lightingSpherical
}
}
bunkerchair2
{
qer_editorimage textures/models/items/bunkerchair.tga
cull none
{
map textures/models/items/bunkerchair.tga
rgbGen lightingSpherical
}
}
Then you need make a .tik file for it , just use a simular one from the game as an example like this one
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/furniture/chairs // <-- your path to your model
skelmodel bunkerchair.skd // <-- your model
surface bunkerchair shader bunkerchair // <-- your shader for this surface
surface bunkerchair2 shader bunkerchair2 // <-- your shader for this surface

}

init
{
server
{
classname object
}
}

animations
{
idle bunkerchair.skc // <-- your animation
}

/*QUAKED static_furniture_bunkerchair (0.0 0.75 0.5) (-16 -16 0) (16 16 56)
*/
. The last line of the tik file is what makes it show up in the editor like this line from the tik

/*QUAKED static_furniture_bunkerchair (0.0 0.75 0.5) (-16 -16 0) (16 16 56)
*/

The numbers are the color of bounding box seen in the editor when you are not close to the model and the size of that box .
Image
Post Reply