Standing Torch Model (*.ase)
The following "Standing Metal Torch" model download is for use in games and other interactive mediums supporting ASE format models. Mesh objects only.
Model Details
- author – ken ‘kat’ beyer
- rel’ date – March 04
- name – Tall Standing Torch (flame)
- pk3 file – ase-kt_torchtall.zip
- info – A ‘tall’ double headed (two flame heads) torch model in an ‘olde worlde’ style.
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/cwood_mo5c
{qer_editorimage textures/castle_wood/cwood_mo5c.tga
q3map_forcemeta
q3map_nonplanar
// q3map_shadeangle 79 //optional with this model
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
Download Locations
zip file [c.6 KB]
Torch shown next to RtCW AI marker for scale