Easter Island Head models (*.ase)
The following "Easter Island Head Models" download is for use in games or other interactive mediums supporting the ASE model format. Includes, mesh and basic texture.
3D game models
author - kat (+sock for the terrain testmap section)
rel' date - June 04
name - Easter Island 'Moai' obelisk heads
pk3 file - ase_kt_moai.zip
info - A set of models based on the famous "Easter Island" stone obelisk 'heads'. There are two standing versions; one with and one without a neck and three types of 'hat'. Also included is a 'broken' set comprised of several sections.
How to use
note : if you want to use a different texture or shader see below for information on how to easily apply your own. Because mappers/MOD'ers for non-quake 3 games are using these assets the files are just included as a ZIP file. To use them in Quake 3 engined games simply rename the file from .zip to .pk3.
The files are ASE models, (which is a text based format) so the texture/shader path can easily be edited using notepad you don't need to use any 3D software, just open a file into notepad, find the texture path references & edit those to 'point' to your folders / textures / shaders, re-save to a location of your choice and then load ready textured into Radiant.
If you want to use 'auto clipping' on the models instead of applying manual Playerclipping in Radiant you'll need to write a shader; see below for an example of a 'basic' shader that has autoclipping (change the texture paths as you see fit)
warning : be warned that if you use auto clipping extensively you'll be generating a colossal amount of extra brush faces that count towards the total brushcount limit in Q3 engined games... watch out for max_map_..... errors.
q3map_clipModel // be carefull not to over use this param
q3map_shadeAngle 179 //* see note below
surfaceparm gravelsteps // optional
blendFunc GL_DST_COLOR GL_ZERO
// tcMod scale 0.7 0.7 //optional scales a texture so it repeats X times (smaller or larger than default texture size)
*note : using q3map_shadeangle on models that have specific smoothing groups can have some undesirable results, esp on more 'organically' shaped objects so this is commented out by default for this shader which was applied to the rock models shown below. For more rock textures see the other links on the left.
polycount - c.various (8 models)
zip file [c.750KB]
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