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Porting a model from SoF2 to JKA??


Guest KENNITHH
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Guest KENNITHH
Posted

As I thought, he should just get out the vehicles folder then and hex edit it if he'd like to change the directory. Weird that he doesnt know this as a mapper  :P

Guest KENNITHH
Posted

Use a shader from a default model then but just change the paths.

 

I guess SoF2 uses something else then JKA in the shaders

  • Solution
Guest KENNITHH
Posted

I think it's best you ask someone from JA for the shader.

 

Currently it's like this

 

I think it's best you ask someone from JA for the shader.
 
Currently it's like this
 
models/vehicles/car01
{
q3map_material SolidMetal
q3map_nolightmap
q3map_onlyvertexlighting
    {
        map models/vehicles/car01
        rgbGen lightingDiffuse
    }
}
 
models/vehicles/car02
{
q3map_material SolidMetal
q3map_nolightmap
q3map_onlyvertexlighting
    {
        map models/vehicles/car02
        rgbGen lightingDiffuse
    }
}
 
models/vehicles/car03
{
q3map_material SolidMetal
q3map_nolightmap
q3map_onlyvertexlighting
    {
        map models/vehicles/car03
        rgbGen lightingDiffuse
    }
}
 
models/vehicles/wheels03
{
q3map_material SolidMetal
q3map_nolightmap
q3map_onlyvertexlighting
    {
        map models/vehicles/wheels03
        rgbGen lightingDiffuse
    }
}
 
but I think it has to be like this because probably you use misc_model
 
 
models/vehicles/car02
{
    {
        map $lightmap
        rgbGen identity
    }
    {
        map models/vehicles/car02
        blendFunc GL_DST_COLOR GL_ZERO
        rgbGen identity
    }
}
 
models/vehicles/car02
{
    {
        map $lightmap
        rgbGen identity
    }
    {
        map models/vehicles/car02
        blendFunc GL_DST_COLOR GL_ZERO
        rgbGen identity
    }
}
 
models/vehicles/car03
{
    {
        map $lightmap
        rgbGen identity
    }
    {
        map models/vehicles/car03
        blendFunc GL_DST_COLOR GL_ZERO
        rgbGen identity
    }
}
 
models/vehicles/wheels03
{
    {
        map $lightmap
        rgbGen identity
    }
    {
        map models/vehicles/wheels03
        blendFunc GL_DST_COLOR GL_ZERO
        rgbGen identity
    }
}
Posted

Just add a Sof2_models.shader file with all the Sof2 models shader info in it, you won't override anything in JKA. :)

 

Also, if your model uses a shader then it must be a misc_model_static. JKA doesn't display shaders for "baked" in models (misc_model), instead it shows them as black.

Guest KENNITHH
Posted

You can also hex edit the directory in the md3 file so you can make a unique name like models/sof2models/vehicles/car01 or something

 

And great that the shader worked !

Guest KENNITHH
Posted

@, dont forget to give credits to COD if you release a map with the cars in them, they come from COD4 i think.

Guest KENNITHH
Posted

making shaders is easy for things like vehicles / weapons, you almost always use the same shader but just change the paths, except if you want something fancy, so yeah it's possible for that nascar car but first you've gotta make the md3

Posted

md3 make is very easy to do but the shader is complicated work that I am giving you to build a shader is to say the name of the model and texture he used can do please

Guest KENNITHH
Posted

Shaders are easy too for something you want,

 

Just copy the shader you used for my car and change the paths like models/vehicles/cars02 to models/vehicles/nascar for instace while nascar being the texture located in models > vehicles

Guest KENNITHH
Posted

 

  • KENNITHH tienes gmail por que allí te los voy a pasar

I dont use gmail often, im more a hotty mailer

 

 

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