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author - ken 'kat' beyer
rel' date - March 04
name - Rocks Small
pk3 file - ase_kt_rockssmall.zip
info - Two rock models that can be re-sized and rotated to any size/angle. Although built for RtCW they can be used in <b>any</b> game supporting the ASE format. AI spawn point (orange block) shown below for scale comparisons.
How to use
note : these models have a 'base' texture applied by default (non shader), if you want to use a different texture or shader see below for information on how to easily apply your own.
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_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.
zip file [c.550 KB]
Scale relative to ai_marker (rtcw entity)
texture used on models