Discussion for any ET/ETPro/BayonET bugs or cheats you find...
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nUllSkillZ
Posts: 62 Joined: Mon Dec 29, 2003 12:25 pm
Post
by nUllSkillZ » Fri Dec 15, 2006 4:45 pm
Hi,
ATM I'm trying to add a "misc_gamemodel" to a map.
It's some kind of energie barrier that sould be passable by players.
I have:
Code: Select all
create
{
classname "misc_gamemodel"
scriptname "fdbarrierbackmodel"
targetname "fdbarrierbackmodel"
model "models/ns/ebarrier/fdbarrierback.ase"
origin "-9244 -7312 216"
modelscale "1"
}
But it's not visible ingame.
Do I miss a key?
Thanx for your help in advance.
Dersaidin
Posts: 197 Joined: Fri Aug 06, 2004 1:55 pm
Location: Australia
Post
by Dersaidin » Fri Dec 15, 2006 8:13 pm
Try it with the slashes going the other way.
When your mapping models only work when the slashes in the path are going a certain way, but I cant remember which way. So try swapping them for \
mortis
Posts: 360 Joined: Tue Jul 06, 2004 11:57 pm
Location: at the center of the e-universe
Contact:
Post
by mortis » Fri Dec 15, 2006 8:20 pm
from duke'ku's
post from long ago...known working code. Be sure to check that your path is correct.
Code: Select all
create
{
scriptname "dinghy1"
origin "2650 600 100"
classname "misc_gamemodel"
modelscale 1
contents 1
mins "-90 -90 -25"
maxs "90 90 25"
clipmask 1
model "models/mapobjects/dinghy_sd/dinghy.md3"
}
ReyalP
Posts: 1663 Joined: Fri Jul 25, 2003 11:44 am
Post
by ReyalP » Fri Dec 15, 2006 8:36 pm
Dersaidin wrote: Try it with the slashes going the other way.
When your mapping models only work when the slashes in the path are going a certain way, but I cant remember which way. So try swapping them for \
forward slashes / should be used.
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nUllSkillZ
Posts: 62 Joined: Mon Dec 29, 2003 12:25 pm
Post
by nUllSkillZ » Sat Dec 16, 2006 1:48 am
Hmm, strange.
Tried the dinghy and it worked.
Seems to be a problem with the ASE models.
Although I can work with them in GTKRadiant.
[edit]
Seems that ASE can't be used as "misc_gamemodels".
I used npherno's md3 compiler to export to md3.
It's rotated and texture is missing.
But it's ingame now.
[/edit]
The Necromancer
Posts: 126 Joined: Sat Sep 25, 2004 7:12 am
Contact:
Post
by The Necromancer » Sat Dec 16, 2006 3:58 am
some entities can use inline brush models
you can see in bsp file what entities has which numbers
eg teamdoor in fueldump uses *44
this will probably work only with entities that require a brush
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ReyalP
Posts: 1663 Joined: Fri Jul 25, 2003 11:44 am
Post
by ReyalP » Sat Dec 16, 2006 1:58 pm
nUllSkillZ wrote:
[edit]
Seems that ASE can't be used as "misc_gamemodels".
[/edit]
This is correct. I completely missed that you were trying to use an ASE in the first post
q3map2 understands ASE, et does not.
send lawyers, guns and money
whoosaaa
Posts: 5 Joined: Sun Nov 04, 2007 4:21 am
Contact:
Post
by whoosaaa » Mon Nov 19, 2007 12:54 am
hi
tryed that with the dinghy model..worked.
but now my question is can i add weapontexture clips to a existing map.
and if so what is the code..or just give me a hint.
greets WhooSaaa
ReyalP
Posts: 1663 Joined: Fri Jul 25, 2003 11:44 am
Post
by ReyalP » Mon Nov 19, 2007 4:36 pm
whoosaaa wrote: hi
tryed that with the dinghy model..worked.
but now my question is can i add weapontexture clips to a existing map.
and if so what is the code..or just give me a hint.
greets WhooSaaa
You can use func_fakebrush entities
http://wolfwiki.anime.net/index.php/Map ... ush_entity
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