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author - ken 'kat' beyer
rel' date - March 04
name - Wooden platform sections
pk3 file - ase-kt_woodplatforms.zip
info - A series of wooden platforms with varying levels of 'decay'. Although built for RtCW they can be used in any Q3 based game.
How to use
note : these models may appear untextured the 1st time you try to use them.. see below for information on how to easily apply your own textures/shaders.
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.
textures/spkat3/cwood_mo5c
{
qer_editorimage textures/castle_wood/cwood_mo5c.tga
q3map_forcemeta
q3map_nonplanar
q3map_shadeangle 79
q3map_clipmodel
{
map $lightmap
rgbGen identity
}
{
map textures/castle_wood/cwood_mo5c.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
polycount - varies
zip file [c.200 KB]
GTKRadiant editor shot
GTKRadiant editor shot
GTKRadiant editor shot
GTKRadiant editor shot
GTKRadiant editor shot
GTKRadiant editor shot
GTKRadiant editor shot
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