info - A set of models based on the famous Easter Island
granite '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.
Becasue 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.
models/mapobjects/kt_moai/stone
{
qer_editorimage models/mapobjects/kt_moai/stone.tga
q3map_forceMeta
q3map_clipModel // be carefull not to over use this param
q3map_shadeAngle 179 //* see note below
q3map_nonPlanar
surfaceparm gravelsteps // optional
{
map $lightmap
rgbGen identity
}
{
map models/mapobjects/kt_moai/stone.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
// 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