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[back]ase-kt_standingstones

Model Details
  • author - ken 'kat' beyer
  • rel' date - n/a
  • name - Standing Stones
  • pk3 file - ase-kt_standingstones.zip
  • info - Four 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 Soldier shown below for default scale comparisons.

    HOW TO USE

    note : these models DON'T 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.

    EXTRACTING THE FILES

    Rename the zip file to pk3 for use with Q3 based games, as other gamers are using the assets posted on Quake3Bits it has been found best to 'generaically' name files with the zip extension so those that don't know how to use pk3 file can easily use the enclosed assets.

    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/spkat4/rock //change this to your own folder/filepath
    {

    qer_editorimage textures/spkat4/512_rock_white.tga
    q3map_forcemeta
    q3map_nonplanar
    q3map_shadeangle 79 //optional value, can be increased / decreased
    q3map_clipmodel
    // surfaceparm gravelsteps //optional - better to use a weaponClip brush

    {
    map $lightmap
    rgbGen identity
    }

    {
    map textures/spkat4/512_rock_white.tga
    blendFunc GL_DST_COLOR GL_ZERO
    rgbGen identity
    }

    }

    *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.50/125
Download Locations

zip file [c.800 KB]

Stones shown with RtCW soldier for scale
Stones shown with RtCW soldier for scale
Stones shown with RtCW soldier for scale
Stones shown with RtCW soldier for scale
stones showing shadows
stones showing cast shadows
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