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Porting a model from SoF2 to JKA??


Guest KENNITHH
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Guest KENNITHH

WHO PUT DA CAR IN MA ROOOM?

 

3dd2f5484e.jpg

 

 

 

:D , finally have some time and well I'm just trying some shaders, can't remember what was the shader for specular on a misc_model, currently I can see the spec texture in the car x)

btw @ I had to hex edit the model cause the paths weren't there so I used models/darkside/sedan01 for this model

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Guest KENNITHH

after an half hour I finished all 4 models, but it's a pitty you removed the interior from the truck, van and white car because you can look through the car now :(

 

a6351121b9.jpg

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Guest KENNITHH

No need for the weapons pack, I know how to get all models from any game, and I'd rather use dice models then activision :D

 

and no thanks, I'm already working on a project on Soldier of Fortune II - Double Helix which we might drop because of the lack of interest in the game unfortunatly :(

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  • 2 weeks later...

okay bye

 

 

párese que aquí acaba el tema pero no por completo

doy muchas gracias a KENNITHH

por continuar el tema :lol:

 

 

a y tambien si KENNITHH ocupa ayuda con un mapa no olvides que puede ayudar

  • KENNITHH
  • te voy se que es pronto pero te voy a pasar unos modelitos .md3 para que los construyas shaders y en el paquete te voy a dar unos mapas de sof2 y si necesitas algo mas te lo puedo dar

link del los modelos http://www.mediafire.com/download/n4y78v3y7ztd14t/modelskenedy.rar

 

link de mapas para sof2 http://www.strategyinformer.com/pc/maps/soldieroffortuneiidoublehelix/map-2.html

  • KENNITHH
  • puedes hacer los modelos ya son md3 lo que ocupan son shaders
  • can do md3 models are already occupying what are shaders

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Guest KENNITHH

the_darkside, please learn it 

Convert the tga to jpg and convert the ones with alpha channel to png.

 

 

 

 

use this for the jpg without alpha channel

models/darkside/car_name_texture
{
qer_editorimage models/darkside/car_name_texture
q3map_material HollowMetal
cull disable
    {
        map $lightmap
    }
    {
        map models/darkside/car_name_texture
        blendFunc GL_DST_COLOR GL_ZERO
    }
    {
        map models/darkside/car_name_texture_spec
        blendFunc GL_SRC_ALPHA GL_ONE
alphaGen lightingSpecular
    }
}
 
 
Use this for the alpha channel ones (glass)
models/darkside/car_name_texture_glass
{
qer_editorimage models/darkside/car_name_texture_glass
qer_trans 0.5
surfaceparm nonopaque
surfaceparm trans
q3map_material ShatterGlass
q3map_nolightmap
q3map_onlyvertexlighting
cull disable
    {
        map models/darkside/car_name_texture_glass_spec
        blendFunc GL_ONE GL_ONE
    }
    {
        map models/darkside/car_name_texture_glass
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
        rgbGen vertex
    }
}

 

 

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good because I have the most complete version of the new legacy includes more cosas.pero let my brother keep doing the mod so I'm looking for someone who can help continue the mod the_new_legacy and scp_mod but take care models map for missions mod mi must be

very realistic quality graphics engine

 

Edited by therfiles
Removed response to conflict
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