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