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q3 model editing

Posted: Thu Jul 21, 2011 12:48 am
by j3st3r
Not really what topic implies but I was wondering how you go about setting up a new shader for a stock model that doesn't effect other maps in game. An example would be changing the color of a texture in a model but having the effect only take place in the map you are making. I have the color change part down but do not know how to isolate it just to my map.

Re: q3 model editing

Posted: Thu Jul 21, 2011 3:05 am
by obsidian
From the entities menu with Quake 3 Extras installed:
_remap : Used to remap textures/shaders in the model. To remap all shaders to a given shader, use "*;models/mymodel/mytexture". To remap a specific shader, use "models/mymodel/old;models/mymodel/new".

Re: q3 model editing

Posted: Thu Jul 21, 2011 7:34 pm
by j3st3r
Do you place the new shader file in your scripts folder for the map? Also would you place the new texture in the model folder or in a new directory?

Re: q3 model editing

Posted: Fri Jul 22, 2011 4:18 am
by obsidian
Doesn't really matter as long as you aren't overwriting anything, but for organization it's probably best as follows:

Code: Select all

yourmap.pk3
    /models
        /mymodel
            mymodeltexture.tga
    /scripts
        mymap.shader
        mymodels.shader
And the optional shader script in mymodels.shader should read:

Code: Select all

models/mymodel/mymodeltexture
{
    [shader stuff]
    {
        map models/mymodel/mymodeltexture.tga
        rgbGen vertex
    }
}