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[Cerberus]
6th September 2005, 20:43
How do i load a Snow coverd rock. Every rock i load is the desert style rock.

MrLego
6th September 2005, 21:48
models/mapobjects/props_sd/snowrock1_a.md3
models/mapobjects/props_sd/snowrock2_a.md3
models/mapobjects/props_sd/snowrock3_a.md3

These are all snowy rocks.

I make small boxmaps with all of the models from each folder and then take a screenshot of it. It makes finding models much easier and also shows you which ones are broken or missing shaders.

Good Luck!

[Cerberus]
11th September 2005, 15:41
Thamks for the answer, Another quick question, how do i reskin the other rocks so there snow covered without screwing around with other maps that use them.

Shaderman
11th September 2005, 16:08
One way is to use the remapshader command in your script. Something like
remapshader "path/to/old_shader" "path/to/new_shader"
remapshaderflush

I had some trouble with this scripting solution in ETMain. Don't know why so I always do it like this now:

Use the _remapshader key with value path/to/old_shader;path/to/new_shader.

But first you have to find out the shader which is used for the original model. It should work if you use a texteditor to open the model and search for it. In snowrock1_a.md3 you find models/mapobjects/rocks_sd/rock_snow_big for example which is the shader used by this model. You could also use LithUnwrap (http://files.seriouszone.com/download.php?fileid=198) to find out which skins a model has.

Shaderman

No1_sonuk
11th September 2005, 17:19
You can also use the .skin file system.
Take a look at the way the sleeve skins are changed in the weapon models.
A text file with the extension .skin can be used to remap the shaders on each model individually. If I'm not mistaken, this avoids the shader remap limit as it's done by the map compile process, rather than ingame by the script.

EB
11th September 2005, 19:27
don't forget about the in-editor remapping:

Key: _remap
Value: *;textures/yourfolder/yourimage

(you need the "*;" - the change will be visible in editor and only works on 'misc_models' "

[Cerberus]
11th September 2005, 20:56
Thanks for all the help guys. :D I love mapping and Love ET and hope one day I release a map that everyone loves!

Shaderman
12th September 2005, 07:22
If I'm not mistaken, this avoids the shader remap limit as it's done by the map compile process
Ooops! Is there really a limit? Can you tell me more about it please?

CooperHawkes
12th September 2005, 19:53
for remapshader there is a maximum of 16 remaps... the etpro watermark counts against that limit, too :-(

kamikazee
12th September 2005, 19:55
What I'm allways confused about: does this mean 16 in 1 remapshaderflush and the rest gets discarded?

CooperHawkes
12th September 2005, 20:21
nope... 16 in total! (which is pretty restrictive :-()
if it would be the extra flush after every 16th remap i would not moan