Changing the size of box of my model ?

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lizardkid
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Post by lizardkid »

remember to name your .map file with the clips in it the EXACT same name as your model. it works, i've used it before.
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Rookie One.pl
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Post by Rookie One.pl »

Do not put it in models/static, but in the same directory that your .TIK is.
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bdbodger
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Post by bdbodger »

C:\Program Files\EA GAMES\MOHAA\main\models\static\My_Model.tik

C:\Program Files\EA GAMES\MOHAA\main\models\static\My_Model.map

Open up pak0.pk3 and browse to the models\static directory you will notice that there are .map files there for some of the models . This only works for static models .

If you have the spearhead SDK double click this .htm file to open it in your internet browser

C:\Program Files\EA GAMES\MOHAA\SDK\tutorials\Creating collision for a Static Mesh.htm
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mcunha98
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Post by mcunha98 »

Boys, i try all alternatives (in static, in model directory, but nothing)...
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Post by Rookie One.pl »

Do this:
  1. Open up radiant.
  2. Place your model EXACTLY at ( 0 0 0 ).
  3. Make the clip brushes.
  4. Remove your model.
  5. Save the .map file in the same directory as your .tik file.
  6. Compile the map.
Must work. ;)
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mcunha98
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Post by mcunha98 »

Rookie One.pl wrote:Do this:
  1. Open up radiant.
  2. Place your model EXACTLY at ( 0 0 0 ).
  3. Make the clip brushes.
  4. Remove your model.
  5. Save the .map file in the same directory as your .tik file.
  6. Compile the map.
Must work. ;)

Open up radiant.
- I do
Place your model EXACTLY at ( 0 0 0 ).
- I do
Make the clip brushes.
- I do
Remove your model.
- I do
Save the .map file in the same directory as your .tik file.
- I do
Compile the map
- Hmmm , i compile the "test" map and nothing...
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Post by jv_map »

Your model must be a static model, that is, it must be in the models/static folder (or a subfolder thereof). Then, it must work 8-)

(or if it keeps disobeying try compiling with -spank :P)
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mcunha98
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Post by mcunha98 »

jv_map wrote:Your model must be a static model, that is, it must be in the models/static folder (or a subfolder thereof). Then, it must work 8-)

(or if it keeps disobeying try compiling with -spank :P)
JV !!!

I believe you tell the keyword for resolve the problem !!!
I have a folder main/models/milkshape (you know, is this the model of plugin by Scorpio work).

So, i try model to main/models/static maybe work ( i remember in Rescue of Private Ryan map created by SmallSumo exist a statue of a woman ), but the structure of folders is the common structure ( main/models/milkshape).

Your suggestion is:

main/models/static/moh_suastic.tik
main/models/static/moh_suastic.map

OK ?
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Post by jv_map »

Yes, try that.
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Mainframe
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Post by Mainframe »

Hey dudes ... Is there such a tutorial that shows the process of getting a simple static mesh in radiant either milkshape or lr3d. Ive been searching for days now
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mcunha98
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Post by mcunha98 »

Work fine !!!!!!!!!!!!!!!!!!!!!!!!!!

Case somebody can make a static model, see this instructions:

After export model with scorpio plugin into a folder MilkShape in main/models folder, you need create a .map file with brushes how jv and others tell.

Make a folder main/models/static and copy the folder of scorpio created, and so edit yourmodel.tik file:

See highlighted words, i edit this items on .tik file for my model work correctly...

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/static/moh_suastic
skelmodel moh_suastic.skb
surface obj_sphere shader moh_suastic_moh_suasticb
surface obj_suastic shader moh_suastic_moh_suasticb
}

animations
{
idle moh_suastic.skc
}
//Parametros iniciais: (0.5 0.0 0.5) (-16 -16 0) (16 16 32)

/*QUAKED static_moh_suastic (0.5 0.0 0.5) (-80 -16 -32) (112 16 144)
*/

The structure of your folder to turn model into a static object is:
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mcunha98
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Post by mcunha98 »

Now i have question.
If i "tell" to engine my surface of texture its a metal , what i need a .map file ???!??
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Post by Mainframe »

I dont see what the .map is for when making the static ... what about making an origin bone and attaching it to the object and the other steps ... thanks for the help though .... Your question i think would be to check out the shader for your model ... i think you can apply the surface effect there, metal,wood,water . im a lil rusty on the modding tip atm so i could be very close or wrong :?
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Post by bdbodger »

By makeing a .map file it gives your model collision the same as if you had just put the clip brushes around your model in your map . The difference is you can just add your model to any map later and not have to do the clip brushes again . You can rotate or move your model or set angles and not have to worry about the clip brushes at all . mcunha98 the .map file is made with clip brushes of any type wood clip , metal clip , grill clip etc etc etc . That is another reason for doing it the sounds that different clip brushes make when shot and the bullet effects as well .
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Mainframe
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Post by Mainframe »

Ok i got a model ingame .. the .map thing isnt working.(must have the .map in the wrong folder) atm but i dont mind that, but now i have some of the tik file highlighted because i dont know what these do and in radiant there is a purple box that does not fit my model correctly ... i copied this tik from one of mohaa's model wagon and modified it to my model. But on the good side model is in game but just afew more things to understand the red highlighted #'s what do they do ?

TIKI
setup
{
scale 0.40 // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
path models/static/mailbox
skelmodel mailbox.skd
surface mailbox shader mailbox

}

animations
{
idle mailbox.skc
}

/*QUAKED static_mailbox(0.5 0.0 0.5) (-56 -152 0) (56 104 88)
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