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How to change a md3 texture in gtkradiant?


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Posted

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_guard01

I want to change it to

G:\Program Files (x86)\lucasarts\Jk3\GameData\base\Radiant\models\map_objects\korriban\statue_guard01_dark

How to write it?
_remap
 

  • Solution
Posted

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
Posted

 

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.

 

Take a misc_model, give it a _remap old/shader/path;new/shader/path property.

 

Many thanks guys ^^ !

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