info - Two rock models that can be resized and rotated to
any size / angle. Although built for RtCW they can be used in any
Q3 based game. 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.
textures/spkat3/brushrockdark
{
qer_editorimage textures/spkat3/rocks_5b.tga
q3map_forceMeta
q3map_clipModel
// q3map_shadeAngle 179 //* see note below
q3map_nonPlanar
// surfaceparm gravelsteps // optional
{
map $lightmap
rgbGen identity
}
{
map textures/spkat3/rocks_5b.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.