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imort models in to a .map
Posted: Wed Aug 31, 2005 3:02 pm
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
Posted: Thu Sep 01, 2005 9:58 am
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 .