Langerd Posted February 4, 2014 Posted February 4, 2014 I have a korriban statue that is made of bronze rock. I want it black. How to make it?
mrwonko Posted February 4, 2014 Posted February 4, 2014 Take a misc_model, give it a _remap old/shader/path;new/shader/path property.
Langerd Posted February 4, 2014 Author Posted February 4, 2014 About it two questions. Is that change will show in gtkradiant? And I have this in paths G:\Program Files (x86)\lucasarts\Jk3\GameData\base\Radiant\models\map_objects\korriban\statue_guard01I want to change it toG:\Program Files (x86)\lucasarts\Jk3\GameData\base\Radiant\models\map_objects\korriban\statue_guard01_darkHow to write it?_remap
Solution Szico VII Posted February 6, 2014 Solution Posted February 6, 2014 You dont put in the full path, start from base. so: models/map_objects/korriban/statue_guard01(is your path) Heres an example from moonbase labs: key: _remap01 value: models/map_objects/kejim/stasistube;textures/moonbase_labs/labs_stasistube key: _remap02 value: models/map_objects/kejim/stasisglass;textures/moonbase_labs/labs_stasisglass key: _remap03 value: models/map_objects/kejim/stasispanel;textures/moonbase_labs/labs_stasispanel And info from radiant definitions: To replace all model shaders use these keys: key: _remap value: *;models/mapobjects/torchy/rock01 To replace individual shaders from an md3 use these keys: key: _remap01 value: models/mapobjects/oldshader01;models/mapobjects/newshader01 key: _remap02 value: models/mapobjects/oldshader02;models/mapobjects/newshader02 The second method can be handy for replacing the crystal rift shaders so you can have red ones too. because you are only changing the crystal the other parts of the models remain the same.... handy for ctf maps notice in the first example * means all model shaders make sure you seperate shaders with ; Changes you make to your models can be seen in realtime in gtk radiant, so if the skin doesnt change you havent specified a correct shader to replace. Langerd likes this
Langerd Posted February 8, 2014 Author Posted February 8, 2014 You dont put in the full path, start from base. so: models/map_objects/korriban/statue_guard01(is your path) Heres an example from moonbase labs: key: _remap01 value: models/map_objects/kejim/stasistube;textures/moonbase_labs/labs_stasistube key: _remap02 value: models/map_objects/kejim/stasisglass;textures/moonbase_labs/labs_stasisglass key: _remap03 value: models/map_objects/kejim/stasispanel;textures/moonbase_labs/labs_stasispanelAnd info from radiant definitions: To replace all model shaders use these keys: key: _remap value: *;models/mapobjects/torchy/rock01 To replace individual shaders from an md3 use these keys: key: _remap01 value: models/mapobjects/oldshader01;models/mapobjects/newshader01 key: _remap02 value: models/mapobjects/oldshader02;models/mapobjects/newshader02 The second method can be handy for replacing the crystal rift shaders so you can have red ones too. because you are only changing the crystal the other parts of the models remain the same.... handy for ctf maps notice in the first example * means all model shaders make sure you seperate shaders with ; Changes you make to your models can be seen in realtime in gtk radiant, so if the skin doesnt change you havent specified a correct shader to replace. Take a misc_model, give it a _remap old/shader/path;new/shader/path property. Many thanks guys ^^ !
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