IrocJeff Posted September 23, 2014 Share Posted September 23, 2014 I need a steel cable and I need it to be about 2-4 units thick. The problem is a cylinder at that diameter looks like a square. Are there any tricks or anything I can do to make something round that is 2-4 units thick? Link to comment
Mandalorian Posted September 23, 2014 Share Posted September 23, 2014 You can make it into an ase then scale it with the modelscale setting. mrwonko and Boothand like this Link to comment
mrwonko Posted September 23, 2014 Share Posted September 23, 2014 I agree, a model is in order. You don't even need to scale it, as far as I remember you can set the patch level of detail with a q3map2 switch when creating an ase. Link to comment
Mandalorian Posted September 23, 2014 Share Posted September 23, 2014 I agree, a model is in order. You don't even need to scale it, as far as I remember you can set the patch level of detail with a q3map2 switch when creating an ase.What does that do/ how ?Sounds interesting. Link to comment
mrwonko Posted September 23, 2014 Share Posted September 23, 2014 It's something along the lines of -convert ase -patchmeta -subdivision N, where N increases for more details. See here. Link to comment
Ramikad Posted September 23, 2014 Share Posted September 23, 2014 Or you can use a .map to .ase converter, http://jkhub.org/files/file/950-map-to-ase-converter-utility/ RebelChum likes this Link to comment
IrocJeff Posted September 23, 2014 Author Share Posted September 23, 2014 Ok, so, since my overhead crane is something that the player is going to have to activate and then jump on to ride across a gorge then I should probably end up making the whole crane an .ase model, right? Link to comment
Boothand Posted September 23, 2014 Share Posted September 23, 2014 Well, an .ase model won't be solid, so you'd have to make custom collision. Like I showed you once, you can use the method where you make a static caulk brush and specify a model to display in its stead, if this is what you mean (in which case, you'd need md3 for a moving object IIRC) I think this is a stunning example of detail in GtkRadiant: http://jkhub.org/topic/1120-moonbase-labs/?p=26440I suppose it was made in a large scale, then made to .ase and shrinked, otherwise correct me! @@Szico VII Link to comment
IrocJeff Posted September 23, 2014 Author Share Posted September 23, 2014 Well, an .ase model won't be solid, so you'd have to make custom collision. Like I showed you once, you can use the method where you make a static caulk brush and specify a model to display in its stead, if this is what you mean (in which case, you'd need md3 for a moving object IIRC) I think this is a stunning example of detail in GtkRadiant: http://jkhub.org/topic/1120-moonbase-labs/?p=26440I suppose it was made in a large scale, then made to .ase and shrinked, otherwise correct me! @@Szico VII This image may help out a bit. From this distance the cable is fine. But, you'll be riding that crate and that is where it gets blocky up close.If I were to make the cable an ASE model will I be able to make a function_Door out of it, as this is what my crane is made from, along with the appropriate clip brush. Or, would it be easier to just rebuild my crane as an ASE model altogether. Link to comment
Boothand Posted September 23, 2014 Share Posted September 23, 2014 Well, you could make a caulk brush into a func_door and give that entity a model to display in its stead (model2), like with func_statics, if you want to use a model. And I think you might need an md3 conversion for it to move (or to display while moving to be accurate), but I haven't tried with doors, so I'm not sure. Link to comment
mrwonko Posted September 23, 2014 Share Posted September 23, 2014 I believe you can link a misc_model to a func_*** and q3map2 will attach it to the entity. As for the collision brushes, they should use physics_clip, not caulk. Link to comment
Ramikad Posted September 23, 2014 Share Posted September 23, 2014 I'm not really sure that an .ase can be used with a func_door, func_train or anything different than a misc_model/misc_model_static. At least in my tests it didn't work, it only accepted .md3 models. Perhaps they can be moved freely with scripts, but I never really tested it. Link to comment
IrocJeff Posted September 23, 2014 Author Share Posted September 23, 2014 I just deleted the gorge and merged the two hangar areas. It will be much easier this way. Thanks for all the help anyhow. Link to comment
mrwonko Posted September 23, 2014 Share Posted September 23, 2014 I'm not really sure that an .ase can be used with a func_door, func_train or anything different than a misc_model/misc_model_static. At least in my tests it didn't work, it only accepted .md3 models. Perhaps they can be moved freely with scripts, but I never really tested it.Of course using the model2 key, which loads a model at runtime, will only work with model formats that jka supports, i.e. only md3. But by using a misc_model instead you can make Q3Map2 take care of it, as far as I remember. Link to comment
Szico VII Posted October 14, 2014 Share Posted October 14, 2014 Now we have Noesis utility, you can actually convert an ase to a useable ingame md3 if you need to! Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now