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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Importing Quake 3-models into SoF 2?
markFreak
General Member
Since: Apr 15, 2005
Posts: 15
Last: Jun 18, 2009
[view latest posts]
Level 1
Category: SoFII Mapping
Posted: Tuesday, May. 10, 2005 01:05 am
Tried to import a custom model (a skull used as a torch at the end of a spine that can be attached to a wall) for Quake 3 into the SoF 2 map I´m just creating, but somehow radiant can´t find the shaders. I´ve put the .md3-file in the models/objects/common-folder together with the jpg-file (transferred the original tga-file into a jpg-file using Photoshop) and added the shader string to the list in the commom_models.shader-file after correcting the file path within the shader string. I don´t need to change the shaderlist-file, I guess, for the shader string is now within the common_models.shader-file. I can import the shape in my map, but it´s still covered with the red/black "shader image missing" texture. Am I doing something wrong or does SoF 2 simply use other shader parameters than Quake 3 (though it´s still the same engine)? By the way, here´s the shader string:

models/objects/common/spineskulltorch01
{
cull disable
{
map models/objects/common/spineskulltorch
alphaFunc GE128
}
}

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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Tuesday, May. 10, 2005 02:27 am
DO NOT TOUCH the game shaders!!! make your own shader file, add its name to shaderlist.txt -- you need 2 shader entries in it, one is appended _bsp. look at the original model shaders for an example.
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markFreak
General Member
Since: Apr 15, 2005
Posts: 15
Last: Jun 18, 2009
[view latest posts]
Level 1
Category: SoFII Mapping
Posted: Tuesday, May. 10, 2005 03:34 am
Thanks, narc, for the quick answer; maybe I`m blind, dumb and deaf all at the same time, but I can´t see any appended_bsp entries in the shaderlist. How would that entry look like when the file I`m referring to is e.g. "abc.shader", would there have to be an entry "abc" and another one "abc_bsp"? [confused]
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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Tuesday, May. 10, 2005 06:27 pm
nahh i meant a shader entry in your shader file has to have _bsp, the shaderlist is just the list of shader files. make your two like these below -- i posted last week how to do it more indepth. use find-search on my name and locate the diagram of making a PK3 that wont be affected by bleedthru and also the procedure for fixing black models by creating a new shader and patching gtk-radiant. if it doesnt right off fix your problem, there will be an additional step to remap the texturepath which is pretty easy to do.

models/objects/finca/furniture/chair_finca
{
q3map_material HollowWood
q3map_nolightmap
q3map_onlyvertexlighting
{
map models/objects/finca/furniture/chair_finca
rgbGen lightingDiffuse
}
}

models/objects/finca/furniture/chair_finca_bsp
{
qer_editorimage models/objects/finca/furniture/chair_finca
q3map_material HollowWood
q3map_novertexshadows
{
map $lightmap
}
{
map models/objects/finca/furniture/chair_finca
blendFunc GL_DST_COLOR GL_ZERO
}
}
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markFreak
General Member
Since: Apr 15, 2005
Posts: 15
Last: Jun 18, 2009
[view latest posts]
Level 1
Category: SoFII Mapping
Posted: Wednesday, May. 11, 2005 01:06 am
Thanks, narc, fixed the black models problem (which is a real nuisance) three days ago thanks to you and others, will try and solve the custom models problem with your hints.
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wee_menphis
General Member
Since: Feb 24, 2004
Posts: 62
Last: Jun 30, 2005
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Wednesday, May. 11, 2005 06:39 am
The quake3 models must be in the same directories as they where in quake3 folder.

So it'd be /base/models/mapobjects(this is typically the directory for q3)

Just open the .md3 in a text editor and see where the folders should go.


Also when adding your models in to the map make them a model_static.



The model/skin wont work unless in the right directory.
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markFreak
General Member
Since: Apr 15, 2005
Posts: 15
Last: Jun 18, 2009
[view latest posts]
Level 1
Category: SoFII Mapping
Posted: Wednesday, May. 11, 2005 03:41 pm
Thanks a lot, guys, [rocking] the solution was a combination of your last two answers. Due to the fact that I want to use this custom Quake 3-model quite often in my map I decided to instert it via misc/mics_model, making it solid was easy by using the spawnflags 2-pair in the entity box, the invisible shootable-brush wasn´t even necessary.
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Comm.
General Member
Since: May 29, 2004
Posts: 26
Last: Aug 10, 2005
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Thursday, May. 12, 2005 06:20 am
don't forget to include the model into the pk3 ;)
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markFreak
General Member
Since: Apr 15, 2005
Posts: 15
Last: Jun 18, 2009
[view latest posts]
Level 1
Category: SoFII Mapping
Posted: Thursday, May. 12, 2005 12:15 pm
Sure, mate ;-)
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