View Full Version : Flagpole model
The Duke
13th September 2002, 19:15
Hi Guys,
Just a quick question about the Flagpole model, in my map set up a flagpole, and when the allies hit it it raises the american flag, which is what I want, but when the axis hits it it raises the wolf mp axis flag, is there another model that raises the nazi flag? or can this model be modifed in another program to change the axis flag? or does someknow know of a custom model that someone released that would do this?
Thanks
Hewster
13th September 2002, 19:48
Hey Duke,
You just need to change the texture:
Mainmodelsmultiplayerflagpole >
german.jpg is used for spawn flags ?
german_reinforce.jpg is used for CTF ?
Hewster
SCDS_reyalP
15th September 2002, 00:08
If you are just making a level (not part of a mod), PLEASE don't just replace a standard texture in your .pk3 file. It will replace it in everyones maps. Overriding standard resources is evil.
If I remember right, the team_WOLF_checkpoint does claim to support a model key, so you may be able to use anoter model.
<font size=-1>[ This Message was edited by: SCDS_reyalP on 2002-09-15 01:09 ]</font>
The Duke
17th September 2002, 02:38
yeah I know not to do that, can I just make a copy of that model, and rename it to something else so it does not change the whole game, and some how change it so it looks to a different texture? Thanks
SCDS_reyalP
18th September 2002, 21:44
Yes, if the model is an md3 you can import it and rexport it from something like milkshape. If I remember right you have to generate and edit the .qc file from milkshape.
Or you can just hex edit the shader name in the md3.
This is not something I've done much with, so maybe someone can offer and easier way.
kat
18th September 2002, 22:01
On 2002-09-18 22:44, SCDS_reyalP wrote:
Yes, if the model is an md3 you can import it and rexport it from something like milkshape. If I remember right you have to generate and edit the .qc file from milkshape.
Or you can just hex edit the shader name in the md3.
This is not something I've done much with, so maybe someone can offer and easier way.
<font size="2">If you've got MilkShape (i'd recommend you buy it actually, it's a very good and versatile tool) just do what SCDS suggested.. call the model a different name and make a copy of the shader, calling that something else as well with the correct file paths to your new texture.
I've not done any MP stuff yet but once you've done all that you should be able to add the flag entity to your map and just add the correct model key (key/value = model/file path to you version). You may have to use a default flag in GTK but assign it the new model key.</font>
_________________
<font size="2">nothing to add your honour.... except... maybe quake3bits (http://www.quake3bits.co.uk)?? Is that alright??</font size="2">
<font size=-1>[ This Message was edited by: kat on 2002-09-18 23:05 ]</font>
vBulletin® v3.7.3, Copyright ©2000-2008, Jelsoft Enterprises Ltd.