Broken Stone Steps (*.ase)

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The article below was originally published some time ago and now remains online as an informational resource and archive.

The following "Broken Stone Step Models" download is a *.ase format series of stone step sectioned meshes for use in custom games and other interactive projects. Includes mesh objects only.

Model Details

  • author – ken ‘kat’ beyer
  • rel’ date – March 04
  • name – Broken Steps
  • pk3 file – ase_kt_brokenstep.zip
  • info 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.

    Changing the texture used on the model

    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.

    AutoClip

    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 // OPTIONAL*
    q3map_clipmodel

    {
    map $lightmap
    rgbGen identity
    }

    {
    map textures/castle_wood/cwood_mo5c.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.

  • polycount – c.100 – 250

Download Locations

zip file [c.40 KB]

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